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

JP2023086725A5Active Publication Date: 2025-04-07CYGAMES INC
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2023008110
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-01-23
Publication Date
2025-04-07
Estimated Expiration
2041-12-10

AI Technical Summary

Technical Problem

The complexity of searching for desired game media in rental systems leads to inefficiencies and increased disparities among players, hindering the effective use of rental functions in games.

Method used

A system that ranks players based on game performance, allows other players to organize game content into decks using ranked and player-specific information, and executes games with customizable knitting conditions to reduce disparities.

Benefits of technology

This approach reduces player disparities by enabling more efficient use of rental functions and enhancing gameplay experience through personalized deck organization and execution.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To reduce the disparity between players.SOLUTION: An information processing program allows a computer to execute a process of ranking of ranking objects associated with each of players who play a predetermined game on the basis of a result of the predetermined game, a process of allowing a second player who differs from a first player to be capable of organizing a game medium associated with the first player in which order of the ranking objects is predetermined order, and a process of executing a game by using the deck in which the game medium is organized.SELECTED DRAWING: Figure 52
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, as shown in Patent Document 1, there is known a game having a rental function that enables lending and borrowing of game media such as characters between players. For example, when a game progresses using a deck composed of a plurality of game media, a player composes the deck before the start of the game. At this time, the player can rent game media possessed by other players and compose them into the deck.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, if the task of searching for a desired game medium from rentable game media becomes complicated, the rental function cannot be effectively utilized, and there is a problem that the gap between players increases.

[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system capable of reducing the gap between players.

Means for Solving the Problems

[0006] In order to solve the above problems, the information processing program is A process to rank players based on the results of a predetermined game, and to assign rankings to each player's player information associated with the predetermined game. A process that allows a second player, different from the first player, to include in their deck a game medium linked to the player information of a first player whose ranking is a predetermined rank, A process of executing a game using the deck on which the game medium is assembled, based on the operation of the second player, Have the computer perform this task.

[0007] Information processing programs are A process to enable the second player to include in the deck the game media extracted based on player information associated with the second player, in addition to the game media extracted based on the ranking of the target of the ranking. The computer may then perform this task further.

[0008] For at least one of the game media extracted based on the ranking of the aforementioned ranking targets, and the game media extracted based on the player information associated with the second player, a deck formation condition is set for forming the deck. The game media extracted based on the ranking of the aforementioned ranking targets and the game media extracted based on the player information associated with the second player may differ in whether or not the formation conditions are set, or in what formation conditions are set.

[0009] The aforementioned predetermined game is a game that uses the aforementioned deck, The process of running a game using the aforementioned deck is: A process that advances the predetermined game based on the player's actions, A process for generating the game medium based on the completion of the predetermined game, Includes, The ranking target may be the game medium generated in the predetermined game.

[0010] The process for ranking the items to be ranked is: The game media generated in the predetermined game within a predetermined period may be ranked.

[0011] To solve the above problem, the information processing method is an information processing method performed by a computer, A process to rank players based on the results of a predetermined game, and to assign rankings to each player's player information associated with the predetermined game. A process that allows a second player, different from the first player, to include in their deck a game medium linked to the player information of a first player whose ranking is a predetermined rank, A process of executing a game using the deck on which the game medium is assembled, based on the operation of the second player, Includes.

[0012] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, A process to rank players based on the results of a predetermined game, and to assign rankings to each player's player information associated with the predetermined game. A process that allows a second player, different from the first player, to include in their deck a game medium linked to the player information of a first player whose ranking is a predetermined rank, A process of executing a game using the deck on which the game medium is assembled, based on the operation of the second player, To carry out.

[0013] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, Based on the results of a predetermined game, perform a ranking process for each player information of the players who played the predetermined game, make a game medium associated with the player information of a first player whose ranking for the ranking target is a predetermined ranking editable in a deck by a second player different from the first player, based on the operation of the second player, execute a game using the deck in which the game medium is arranged, and perform.

Advantages of the Invention

[0014] According to the present invention, the gap between players can be reduced.

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 a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an option setting screen. FIG. 3C is a diagram for explaining an example of a profile setting screen. FIG. 3D is a diagram for explaining an example of a music playback condition setting screen. [Figure 4] FIG. 4 is a diagram for explaining a general progress flow of a breeding game. [Figure 5] FIG. 5A is a diagram for explaining a main character selection screen. FIG. 5B is a first diagram for explaining a character details screen. FIG. 5C is a second diagram for explaining a character details screen. [Figure 6] FIG. 6A is a diagram for explaining a (initial value) table of ability parameters. FIG. 6B is a diagram for explaining a (initial value) table of aptitude parameters. FIG. 6C is a diagram for explaining a skill table. FIG. 6D is a diagram for explaining a dedicated event table. [Figure 7] Figure 7A is the first diagram illustrating the inheritance character selection screen. Figure 7B is the first diagram illustrating the training character list screen. Figure 7C is the second diagram illustrating the inheritance character selection screen. Figure 7D is the third diagram illustrating the inheritance character selection screen. [Figure 8] Figure 8A is the first diagram illustrating the support card formation screen. Figure 8B is the diagram illustrating the support card selection screen. Figure 8C is the second diagram illustrating the support card formation screen. [Figure 9] Figure 9A is a diagram illustrating the support card table. Figure 9B is a diagram illustrating the support effect table. Figure 9C is a diagram illustrating the possessed skills table. Figure 9D is a diagram illustrating the support event table. [Figure 10] Figure 10 is the first diagram illustrating the character identification information table. [Figure 11] Figure 11 is a second diagram illustrating 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 the diagram illustrating the training results notification screen. Figure 14D is the 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 a diagram illustrating the training completion screen. Figure 28B is a second diagram illustrating the training completion screen. Figure 28C is a third diagram illustrating the training completion screen. [Figure 29] Figure 29A is a diagram illustrating the overview of a specific event. Figure 29B is a diagram illustrating the correspondence between test points and scores. [Figure 30] Figure 30A illustrates the home screen during a specific event. Figure 30B illustrates the top screen for a specific event. Figure 30C illustrates the support card ranking screen. Figure 30D illustrates the character training ranking screen. [Figure 31] Figure 31 is a diagram illustrating the player information confirmation screen. [Figure 32] Figure 32A is the first diagram illustrating the character details dialog. Figure 32B is the second diagram illustrating the character details dialog. Figure 32C is the third diagram illustrating the character details dialog. [Figure 33] Figure 33 illustrates an example of when the rankings are updated. [Figure 34] Figure 34A is the fourth diagram illustrating the inheritance character selection screen. Figure 34B is the second diagram illustrating the character development list screen. [Figure 35] Figure 35 is the third diagram illustrating the support card formation screen. [Figure 36] Figure 36A is the first diagram illustrating the test results screen. Figure 36B is the second diagram illustrating the test results screen. Figure 36C is the third diagram illustrating the test results screen. Figure 36D is the fourth diagram illustrating the test results screen. [Figure 37] Figure 37 illustrates the memory configuration and computer functions of the player terminal. [Figure 38]FIG. 38 is a diagram for explaining the configuration of a memory in a server and functions as a computer. [Figure 39] FIG. 39 is a sequence diagram for explaining processing of a player terminal and a server related to a cultivation game. [Figure 40] FIG. 40 is a first flowchart for explaining preparation stage processing in a player terminal. [Figure 41] FIG. 41 is a second flowchart for explaining preparation stage processing in a player terminal. [Figure 42] FIG. 42 is a flowchart for explaining preparation stage processing in a server. [Figure 43] FIG. 43 is a flowchart for explaining cultivation stage processing in a player terminal. [Figure 44] FIG. 44 is a flowchart for explaining processing at the start of a turn in a player terminal. [Figure 45] FIG. 45 is a flowchart for explaining placement processing in a player terminal. [Figure 46] FIG. 46 is a flowchart for explaining numerical value determination processing in a player terminal. [Figure 47] FIG. 47 is a flowchart for explaining event determination processing in a player terminal. [Figure 48] FIG. 48 is a flowchart for explaining processing during a turn in a player terminal. [Figure 49] FIG. 49 is a flowchart for explaining cultivation execution processing in a player terminal. [Figure 50] FIG. 50 is a flowchart for explaining cultivation game end processing in a server. [Figure 51] FIG. 51 is a sequence diagram for explaining processing of a player terminal and a server related to a cultivation game during the holding period of a specific event. [Figure 52] FIG. 52 is a flowchart for explaining ranking information update processing in a server. [Figure 53]Figure 53 is a flowchart illustrating the preparation process on the player terminal when event mode is selected. [Figure 54] Figure 54 is a flowchart illustrating the preparation phase processing on the server during a specific event. [Figure 55] Figure 55 is a flowchart illustrating the server's process for ending the training game when event mode is selected. [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] FIG. 3A is a diagram for explaining an example of the home screen 100. When the 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 a plurality of operation parts that can be operated (tapped) by the player.

[0034] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a reinforcement screen selection operation part 102b, a story screen selection operation part 102c, a team arena screen selection operation part 102d, and a gacha screen selection operation part 102e. In the menu bar 102, the operation part corresponding to the currently displayed screen is highlighted so that the currently displayed screen can be identified.

[0035] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0036] When the reinforcement screen selection operation part 102b is tapped, a reinforcement screen (not shown) is displayed. In the reinforcement screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level rises. By increasing the parameters of the characters and support cards, the player can grow characters with more powerful statuses in the breeding game.

[0037] When the story screen selection operation part 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing 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 control unit 102d is tapped, a Team Arena screen (not shown) is displayed. On the Team Arena screen, players can play a team competition game in which their own team competes against teams of other players selected by the computer. The team competition game has a gameplay element in which players compete for rankings against 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 spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.

[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, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the main character to be trained. Also in the preparation phase, the player sets the deck to be used when training the main character. The deck is composed of multiple inheritance characters and multiple support cards, which will be described in more detail later. Therefore, the training game uses the inheritance characters and support cards composed of the deck.

[0041] Once the main character and deck (inherited characters and support cards) are set up, the game transitions from the preparation phase to the training phase, and the game for training the main character begins. Players can possess 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 types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.

[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 included in the deck of other players' training games as an inherited character.

[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 added to other players' decks and used in the training game played by those 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.

[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 the player registers their main character and deck (inherited 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 the main character, registering the deck (inherited characters and support cards), registering 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 first 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 two inheritance characters from their own training characters and representative characters of other players, such as follower or friend representative characters, which are extracted according to predetermined extraction conditions, and assemble and register them in the deck. Note that only one representative character from another player can be included in the deck as an inheritance character in a single training game.

[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 Section 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Section 154 is tapped, the provisionally selected training characters are added to the deck as inheritance characters and registered, and the Support Card Formation 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 formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 8A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 labeled "Return" and a start operation section 193 labeled "START" are displayed at the bottom of the support card formation screen 190.

[0090] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.

[0091] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0092] Figure 8B is a diagram illustrating the support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card formation screen 190 in Figure 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 frame 192 in the lower right corner of the support card formation screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.

[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 configuration 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] Furthermore, when the return operation unit 153 is operated on the support card formation 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 formation 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 the present 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 pre-determined 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 process ends.

[0117] <Growth stage process> When the preparation stage process ends, the growth stage process starts. In the growth stage process, 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 growth main game will be described.

[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 game property in which various parameters are updated according to the player's selection result in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.

[0119] FIG. 13A is a first diagram for explaining the game screen 210. FIG. 13B is a second diagram for explaining the game screen 210. When shifting to the growth stage process, 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. The main character is provided with a parameter of "physical strength". 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 is displayed so that the remaining amount of the "physical strength" of the current main character can be visually grasped 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 multi-level 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 increase values ​​for each of the training items selected are also provided.

[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 a scenario event will 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] Furthermore, according to the event determination table, special event 162a with event IDs 1001 and 1002 will appear in the 2nd and 8th turns, respectively. Also, according to the event determination table, whether or not special event 162a will appear, and which special event 162a will appear, will be determined by lottery in turns 3 through 7, 9, 11, and 12.

[0232] Here, the special event 162a differs for each character. Furthermore, the relationship between the turn number and the special event 162a that appears is set for each character. Therefore, the turn in which special event 162a appears, and the special event 162a that appears in each turn, will differ depending on the character registered as the main character.

[0233] Furthermore, as shown in Figure 23, the event determination table is configured to determine by lottery whether or not a support event will appear in a given turn, and what kind of support event it will appear. Note that the event IDs that can be selected by lottery for support events may differ from turn to turn, or they may be the same for all turns.

[0234] In the draw that determines whether or not a support event will appear, the probability of "appearance" is not affected by the registered support cards. In other words, the probability of a support event appearing in each turn is the same regardless of which support cards are registered. On the other hand, if "appearance" of a support event is determined, the content of the support event is determined, and at this time, the probability of the content of the support event being determined changes depending on the registered support cards.

[0235] Specifically, when the "occurrence" of a support event is determined, the event IDs of the support events that can occur in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.

[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 events associated with the registered support cards have a higher appearance probability than other support events.

[0237] Thus, in each turn, the appearance probability of support events is not affected by the registered support cards, but the content of the support events that appear 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 differ 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. Below, the training events will be described in detail.

[0240] Figure 24A is the third figure for explaining the game screen 210. Figure 24A shows the case where a special training event appears in the turn. In this case, as shown in Figure 24A, an event notification display 227 is displayed on the training operation unit 216 of the game screen 210.

[0241] Figure 24B is the third figure for explaining 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. When a special training event occurs corresponding to the character displayed on the arranged character icon 228 of the training screen 220, an event notification display 227 is displayed on the arranged character icon 228 of the corresponding character.

[0242] Also, as shown in Figure 24B, for each arranged character icon 228 of the characters arranged for training, a bond gauge 228a and a special icon 228b are displayed. The bond gauge 228a indicates a parameter (hereinafter referred to as a bond parameter) that increases according to the number of times of joint training with the character of the corresponding team member. This bond parameter is initially set to 0 and increases up to 100 at most. The bond gauge 228a visually shows the value of the bond parameter.

[0243] Also, the special icon 228b indicates the number of times of execution of the special training event related to the character of the corresponding team member. Although it will be described in detail later, the special icon 228b is displayed in a display mode corresponding to the number of times of the executed special training event for the character of the arranged character icon 228 on which the 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] Figure 27A is a diagram illustrating the fixed increase value (training target) table. When the training event described above is executed, the amount by which the ability parameter of the training target team member increases (fixed increase value) is determined by the training event. Here, as shown in Figure 27A, a range of values ​​(fixed increase value) for which the ability parameter of the training target team member increases is set according to the type of training performed. Here, a value (fixed increase value) within the range set in Figure 27A is determined by lottery.

[0256] Figure 27B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the "Great Success" execution pattern, in addition to the fixed increase value mentioned above, a bonus increase value is determined by which the ability parameters of the training target team member increase as a result of the training event. Here, as shown in Figure 27B, the bonus increase value is set according to the training specialty of the training target team member when the training event is executed with the "Great Success" execution pattern.

[0257] Furthermore, when a training event is executed with a "Great Success" execution pattern, additional boost events may be executed that increase the ability parameters of the team members being trained and the main character, depending on the number (number of times) of training events executed simultaneously with the "Great Success" execution pattern. For example, the more training events executed simultaneously with the "Great Success" execution pattern, the greater the additional increase in the ability parameters of the team members being trained and the main character.

[0258] As described above, when a special training event occurs, the ability parameters of the main character and the team members targeted for training increase. If the main character or a team member targeted for training is a specific character, a predetermined addition rate may be integrated into the fixed increase value or the bonus increase value. That is, when the main character or a team member targeted for training is a specific character, the ability parameters increase more significantly than when they are not specific characters.

[0259] As described above, in the main character training game, the player can increase the number of team members as the turns progress. Also, as the turns progress, the player can increase the ability parameters of the main character and the team members. The ability parameters increase due to the success of training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus addition value is added.

[0260] Also, although detailed explanations are omitted, when the main character or the support character is a specific character, a predetermined bonus addition value is added when an ability event occurs. Therefore, the player can advantageously advance the main character training game by registering a specific character as the main character or the support character.

[0261] Also, when a team member includes a specific character, a specific character event occurs in a branch turn. Therefore, the player can expand the options during the game and improve the interest of the game by registering a specific character as the main character or the support character.

[0262] In the above-described main character training game, when all turns are completed, the training game ends. Also, if the goals set for each character cannot be achieved during the main character training game, the training game ends at that point.

[0263] When the training game ends, the main character trained in the training game is remembered as the trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0264] Furthermore, upon completion of the training game, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, individual race results, team race results, etc., at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team competition games or races in other games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.

[0265] Furthermore, each character being trained is assigned a training rank based on their evaluation score. The training rank is an indicator of the character's strength, and each rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 13,000 to 14,499 will be given an "A+" training rank, and a character with an evaluation score of 14,500 to 15,499 will be given an "S" training rank. By assigning training ranks based on evaluation scores in this way, it becomes easier to understand the approximate strength of each character being trained. Note that the character information includes both the evaluation score and the training rank.

[0266] FIG. 28A is a first diagram for explaining the cultivation completion screen 330. FIG. 28B is a second diagram for explaining the cultivation completion screen 330. FIG. 28C is a third diagram for explaining the cultivation completion screen 330. When the cultivation game ends, as shown in FIG. 28A, the cultivation completion screen 330 is displayed on the display 26. On the cultivation completion screen 330, first, the cultivation rank of the cultivated cultivation character is displayed, and then, as shown in FIG. 28B, the evaluation points are displayed. Also, when a predetermined time has elapsed since the evaluation points were displayed, as shown in FIG. 28C, the ability parameters, aptitude parameters, and acquired skills of the cultivation character are displayed on the cultivation completion screen 330. At this time, a close operation unit 331 is provided on the cultivation completion screen 330. When the close operation unit 331 is tapped, the cultivation completion screen 330 becomes non-displayed, and the home screen 100 is displayed on the display 26.

[0267] Here, in the present embodiment, a specific event is held over a predetermined period. The specific event targets the above-described cultivation game. During the holding period of the specific event, the player can select the event mode and the normal mode and play the above-described cultivation game. When the normal mode is selected, the cultivation game is executed as described above. On the other hand, when the event mode is selected, some contents of the cultivation game are changed from the normal mode. However, the basic contents of the cultivation game, particularly the main cultivation game, do not change between the normal mode and the event mode. The specific event will be described in detail below.

[0268] FIG. 29A is a diagram for explaining the outline of the specific event. FIG. 29B is a diagram for explaining the correspondence between the test points and the results. In the specific event, seven test items numbered from No. 1 to No. 7 are provided. The player can select any one of the seven test items and then play the cultivation game. When the cultivation game ends, the evaluation points are calculated in the same manner as in the normal mode. The method of calculating the evaluation points is common to the normal mode and the event mode. However, the method of calculating the evaluation points may be different between the normal mode and the event mode.

[0269] Additionally, when playing the training game in event mode, test points are calculated separately from the evaluation score. These test points are calculated by adding bonus points set for each test item to the calculated evaluation score. Bonus points are calculated according to the bonus awarding conditions. Bonus awarding conditions are set for each test item, and there are bonus awarding conditions that are common to all test items (hereinafter referred to as common bonus awarding conditions) and bonus awarding conditions that are different for each test item (individual bonus awarding conditions).

[0270] Common bonus conditions include, for example, participating in a specific individual race in the training game, or achieving a certain rank in a specific individual race. Additionally, bonus points are awarded based on the number of times a training event is executed with a "Great Success" pattern.

[0271] In contrast, individual bonus conditions may include, for example, bonus points being awarded based on the value of a predetermined ability parameter. Alternatively, for example, bonus points may be awarded if the player possesses a pre-set acquired skill.

[0272] Here, as shown in Figure 29A, each test event has a set test suitability. In this embodiment, test suitability indicates the race event that is suitable for obtaining higher test points. In other words, each test event has a set test suitability, or in other words, individual bonus awarding conditions corresponding to the race event. Here, for tests No. 1 to No. 5, the test suitability is set as short-distance race, mile race, middle-distance race, long-distance race, and dirt race, respectively.

[0273] For example, in a test where the aptitude test involves a short-distance race, bonus points are awarded based on the value of the "speed" parameter among the ability parameters. On the other hand, in a test where the aptitude test involves a long-distance race, bonus points are awarded based on the value of the "stamina" parameter among the ability parameters.

[0274] Furthermore, for example, in a test where the aptitude test is for a short-distance race, bonus points are awarded for possessing acquired skills that primarily increase speed. On the other hand, in a test where the aptitude test is for a long-distance race, bonus points are awarded for possessing acquired skills that increase stamina.

[0275] Thus, each test event has a set aptitude requirement, and individual bonus conditions are set corresponding to that aptitude. Therefore, for example, if the test event with test number No. 1 is selected, the more suitable the character is for short-distance races, the higher the test points will be. If the test event with test number No. 4 is selected, the more suitable the character is for long-distance races, the higher the test points will be.

[0276] In other words, the test events numbered No. 1 through No. 5 are designed to cultivate training characters suited to short-distance races, mile races, middle-distance races, long-distance races, and dirt races, respectively. Test events No. 6 and No. 7 are designed with "Extra" and "Free" as their respective test aptitudes. These test events have individual bonus awarding conditions that are not biased towards specific distance or track aptitudes. Note that the bonus awarding conditions and other methods for calculating test points are merely examples and can be modified as needed.

[0277] When the training game ends, a pass / fail judgment is made for the exams. Each exam has a set passing score, and a character passes if the test points earned are equal to or above the passing score. If a character passes an exam, they are assigned a grade based on the test points earned. There are three categories: Excellent, Good, and Pass, and if a character passes an exam, they are assigned one of these three categories as their grade.

[0278] As shown in Figure 29B, the pass / fail criteria for each test and the grades awarded to players are determined based on the test points earned in each test. For example, in the test subject with test number No. 1, a pass is determined if the test points are 3000 or higher. In other words, the passing score for the test subject with test number No. 1 is set at 3000 points. Also, in the test subject with test number No. 1, a grade of "Pass" is given if the test points are 3000 or higher but less than 4000, "Good" if they are 4000 or higher but less than 5000, and "Excellent" if they are 5000 or higher. As is clear from Figure 29B, the passing score and the range of test points corresponding to each grade differ for each test subject.

[0279] Furthermore, in this embodiment, at the start of a specific event, the player can only select the test item with test number No. 1. In other words, at the start of a specific event, the player cannot select test items with test numbers No. 2 through No. 7. Each of the test items with test numbers No. 2 through No. 7 has an unlock condition set for it, and the player can select the test item for which the unlock condition has been met.

[0280] Here, the unlock condition for each exam subject with exam number = n (where n is an integer from 2 to 7) is to achieve a score of "Pass" or higher in exam subject with exam number = n-1. Therefore, in a specific event, the player must pass the exam subjects in order, from No. 1 to No. 7. At this time, the passing score increases with each exam subject unlocked later in the sequence, so the difficulty of passing gradually increases. Therefore, passing all exam subjects becomes one of the goals of a specific event.

[0281] Figure 30A is a diagram illustrating the home screen 100 during the duration of a specific event. Figure 30B is a diagram illustrating the top screen 340 of the specific event. As shown in Figure 30A, during the duration of a specific event, an event icon 108 is displayed on the home screen 100. When the event icon 108 is tapped, the top screen 340 of the specific event, as shown in Figure 30B, is displayed.

[0282] When the training game control unit 104 is operated on the home screen 100, a mode selection screen (not shown) is displayed, allowing the user to select either normal mode or event mode. If event mode is selected on the mode selection screen, the specific event top screen 340 is also displayed.

[0283] The top of the specific event screen 340 displays the duration of the specific event. The specific event screen 340 also includes a section for displaying the selected test subject 341, a test subject change operation section 342, a start operation section 343, a card ranking operation section 344a, a character training ranking operation section 344b, and a coin exchange operation section 344c.

[0284] On the event's top screen 340, tapping the coin exchange operation section 344c displays a coin exchange screen (not shown). During the event period, playing the training game in event mode grants the player coins, the in-game currency. On the coin exchange screen, the player can use their coins to acquire various items.

[0285] The currently selected exam subject display area 341 clearly shows the currently selected exam subject. The area also displays the reward awarded to the player upon passing the exam and the highest score achieved in that exam in the past. Figure 30B shows that exam subject No. 1 is selected, and the player has not yet passed this exam. If the player has previously passed the selected exam subject, a stamp indicating the highest score achieved in that exam subject (out of Excellent, Good, or Pass) will be displayed to the right of the selected exam subject display area 341. If the player has not yet passed the selected exam subject, a stamp with an "X" will be displayed, as shown in Figure 30B.

[0286] The test item change operation unit 342 is an operation unit for changing the currently selected test item. As described above, at the start of a particular event, the unlock conditions for test items No. 2 to No. 7 are not met, and the player can only select the test item with test number No. 1. Therefore, in this case, as shown in Figure 30B, the test item change operation unit 342 is displayed grayed out and the player's operation cannot be accepted.

[0287] On the other hand, if the unlock conditions for one or more of the test items No. 2 to No. 7 are met, the player can select one of two or more test items. In this state where the player can select one of two or more test items, the test item change operation unit 342 is activated. When the activated test item change operation unit 342 is tapped, a test item list screen (not shown) is displayed. This test item list screen displays the test items whose unlock conditions have been met. The player can select one of the test items whose unlock conditions have been met on the test item list screen.

[0288] On the test item list screen, once a test item is selected, the specific event top screen 340 is displayed again. If the test item is changed at this time, the changed test item is remembered as the selected test item, and the display in the selected test item display field 341 changes. When the start operation unit 343 is tapped, the training game starts with the player taking the test for the selected test item.

[0289] When the card ranking operation unit 344a is tapped on the specific event top screen 340, the support card ranking screen 350 is displayed on the display 26.

[0290] Figure 30C is a diagram illustrating the support card ranking screen 350. During the duration of a specific event, the support card ranking is announced to players. The support card ranking is a ranking of the usage rate of support cards among all players. During the aggregation period, once the training of a character is completed, the number of uses is recorded for each support card included in the deck. Then, the usage rate is calculated for each type of support card, with the number of times the training game was run (which can be the number of characters trained or the number of decks used) as the denominator and the number of uses as the numerator.

[0291] However, in this system, players are classified into one of three player categories: Beginner, Normal, or Expert. The number of times training games are played and the number of times support cards are used are counted separately for each player category. In other words, the support card rankings are derived separately for each player category. Since there are three player categories, three support card rankings will be derived.

[0292] Players are classified into one of the player categories based on the highest training rank they have achieved with their previously trained characters. In other words, players are classified into one of the player categories based on the highest training rank they have achieved in the past.

[0293] For example, players whose highest training rank is below D are classified as beginners, players whose highest training rank is D or higher but below A are classified as normal, and players whose highest training rank is A or higher are classified as experts. Therefore, if a player classified as a beginner completes their training, the counters set up for beginners to track the number of training games played and the number of support cards used will be updated.

[0294] Here, the player's classification will be updated based on the highest training rank achieved by the player at the time of training completion. For example, suppose a player whose highest training rank to date is "B" trains a character with a training rank of "S". In this case, upon completion of training that character, the player's classification will be changed to Expert. Therefore, the support cards used to train the "S" training rank character, and the number of training games played at that time, will be recorded in the counter set up for Experts.

[0295] However, a player's player category may be changed at a predetermined update timing, rather than upon completion of training. For example, a player may be classified into one of the player categories at 4:59 AM each day based on their highest training rank achieved in the past. In this case, even if their highest training rank is updated, their player category will not change until 4:59 AM the following day.

[0296] Furthermore, the information used to determine a player's classification is not limited to the highest training rank achieved in the past. For example, a player's classification may be determined based on the highest evaluation score or test points achieved in the past, or within a specified period, such as during a particular event. Alternatively, a single support card ranking common to all players may be derived without establishing player classifications.

[0297] Furthermore, here, the number of times the training game is run and the number of times support cards are used are counted only when the event mode is selected and the training game is executed. However, even when the normal mode is selected and the training game is executed, the number of times the training game is run and the number of times support cards are used may also be counted.

[0298] Furthermore, the support card ranking may be derived based on test suitability or test number. For example, the support card ranking may be derived based on distance suitability, such as short distance, mile, middle distance, and long distance. Alternatively, the support card ranking may be derived based on track surface, such as turf and dirt. In cases where the support card ranking is derived based on test suitability (test number) or track surface, the support card ranking may also be derived based on player category, or a common support card ranking may be derived for all players without any player category distinctions.

[0299] As shown in Figure 30C, the support card ranking screen 350 is provided with a switch tab 351. The switch tab 351 has a beginner tab, a normal tab, and an expert tab. When the beginner tab is tapped, the support card ranking for beginners is displayed; when the normal tab is tapped, the support card ranking for normal players is displayed; and when the expert tab is tapped, the support card ranking for experts is displayed.

[0300] Each support card ranking will display, for example, the top 10 most frequently used support cards. However, the number of support cards displayed on the support card ranking screen may differ for each player category: beginner, normal, and expert.

[0301] Furthermore, the support card ranking screen 350 displays the support card icon 351a representing the support card, along with its usage rate. When the support card icon 351a is long-pressed, the support card details screen (not shown) is displayed. On the support card details screen, the player can check the detailed information of the support card. Although three support cards are shown in Figure 30C, the player can check the support cards ranked up to 10th by flicking from bottom to top.

[0302] In this way, displaying support card rankings makes it easier for players to understand how to build better decks. In particular, since support card rankings are derived for each player category, it becomes easier for players to understand how to build decks that are suitable for them.

[0303] Furthermore, when the character training ranking control unit 344b is tapped on the specific event top screen 340, the character training ranking screen 360 is displayed on the display 26.

[0304] Figure 30D illustrates the character training ranking screen 360. During specific events, the character training ranking is displayed to players. The character training ranking is a ranking of training characters for all players. This ranking includes training characters trained in training games where event mode is selected. The character training ranking is derived based on the training character's test points, and for example, the top 30 training characters based on test points are displayed on the character training ranking screen 360.

[0305] Furthermore, the information used to derive the character training ranking is not limited to test points. For example, the character training ranking may be derived based on evaluation scores. In this case, for example, characters trained in normal mode may be included in the character training ranking.

[0306] The character training ranking screen 360 displays multiple information display fields 361. Each information display field 361 displays an icon 361a corresponding to the character being trained, the player name of the player who trained that character, the character name, and the test points. Although Figure 30D shows three information display fields 361, the player can sequentially view the information display fields 361 corresponding to the 30th ranked character by flicking from bottom to top.

[0307] Figure 31 is a diagram illustrating the player information confirmation screen 370. When the information display area 361 is tapped on the character training ranking screen 360, the player information confirmation screen 370 shown in Figure 31 is displayed on the display 26. The player information confirmation screen 370 displays player information related to the player who trained the character displayed in the information display area 361 of the character training ranking screen 360 (hereinafter referred to as the training player).

[0308] Here, a profile character image 371, which shows the profile character set by the player being trained, is displayed, and a comment set by the player being trained is displayed near the profile character image 371. In addition, the player information confirmation screen 370 displays the representative character display section 372a and the rental card display section 372b. The representative character display section 372a and the rental card display section 372b display the representative character and rental card set by the player being trained, respectively.

[0309] Furthermore, the player information confirmation screen 370 is provided with a follow operation section 373. By tapping the follow operation section 373, a player can follow the training player in question. By following a training player, a player can register that training player as a friend. By registering a training player as a friend, a player can use that training player's representative character as an inherited character in subsequent training games. In addition, by registering a training player as a friend, a player can include the rental cards set by that training player in their deck in subsequent training games.

[0310] Furthermore, the player information confirmation screen 370 is provided with a close operation button 374. When the close operation button 374 is tapped, the player information confirmation screen 370 is closed and the character training ranking screen 360 shown in Figure 30D is displayed. In addition, if the icon 361a displayed in the information display area 361 on the character training ranking screen 360 is long-pressed, the character details dialog 380 is displayed on the display 26.

[0311] Figure 32A is the first diagram illustrating the character details dialog 380. Figure 32B is the second diagram illustrating the character details dialog 380. Figure 32C is the third diagram illustrating the character details dialog 380. The character details dialog 380 displays detailed information about the character being trained. At the top of the character details dialog 380, the ability parameter display area 381 is displayed.

[0312] Furthermore, below the ability parameter display area 381, the aptitude information display area 382 is displayed. The aptitude information display area 382 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.

[0313] Below the aptitude information display area 382, ​​various information display areas 383 are displayed. These various information display areas 383 include a skill display tab 383a, an inheritance information display tab 383b, and a training information display tab 383c. When the skill display tab 383a is tapped, the skills acquired by the training character are displayed in the various information display area 383, as shown in Figure 32A. When the inheritance information display tab 383b is tapped, the training character's inheritance information is displayed, as shown in Figure 32B. 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.

[0314] Furthermore, when the training information display tab 383c is tapped, the training information of the training character is displayed, as shown in Figure 32C. The training information includes the type of support card set in the setting game during the training game, the individual race results in the training game, and the evaluation score.

[0315] In this way, in the character details dialog 380, players can check various information about the characters they have trained that have ranked highly in the training character rankings. This corrects the information gap among players and makes it easier for players to learn how to train their characters.

[0316] Furthermore, the character details dialog 380 is provided with a close operation button 384. When the close operation button 384 is tapped, the character details dialog 380 is closed, and the character ranking screen 360 is displayed on the display 26.

[0317] Figure 33 illustrates an example of the timing of ranking updates. The support card ranking and the training character ranking are updated regularly during the duration of a specific event. For example, at the start of a specific event, the collection of information necessary to calculate the usage rate of support cards and information on training characters trained in event mode begins. Subsequently, throughout the duration of the specific event, for example, the ranking is derived based on all the information collected by 4:59 a.m. each day. The derived ranking is distributed at 5:00 a.m. on the same day.

[0318] In other words, the information necessary to derive the rankings is collected when the training game is completed, but it is not immediately reflected in the rankings at that time. Therefore, for example, information collected between 4:59 AM on the second day of a particular event and 4:59 AM on the third day will be reflected in the rankings distributed at 5:00 AM on the third day.

[0319] Therefore, in this embodiment, the support card ranking and the training character ranking are not derived on the first day of a specific event. Consequently, the support card ranking and the training character ranking are not provided on the first day of a specific event. In this case, on the first day of a specific event, for example, the card ranking operation unit 344a and the training character ranking operation unit 344b are displayed grayed out, and player operations are not accepted. Alternatively, on the first day of a specific event, the support card ranking screen 350 and the training character ranking screen 360 may indicate that information for deriving the rankings is being compiled.

[0320] For the purposes of this explanation, the aggregation period and update timing for the support card ranking and the character development ranking are assumed to be the same. However, the aggregation period and update timing may differ for the two rankings. For example, the aggregation of the support card ranking may begin before the start of a specific event. In this case, the support card ranking may be provided at the start of the specific event.

[0321] In this embodiment, when training characters using characters and support cards obtained through a lottery, players who possess more powerful characters and support cards can train stronger characters. Therefore, there is a risk that players who do not possess powerful characters or support cards, or who possess only a small number of them, may lose motivation to play the game.

[0322] Therefore, in this embodiment, as described above, it is possible to use a character trained by another player as a successor character, or to use support cards that another player has set as rental cards. However, in order to use a character trained by another player or support cards owned by another player, the other player must be registered as a friend.

[0323] At this time, players need to find players who have set their desired character as their main character or who have set powerful support cards as rental cards. However, the process of finding the best friend for a player can be complicated, potentially preventing them from effectively utilizing the rental function and widening the gap between players.

[0324] In this embodiment, when playing the training game in event mode during a specific event, players can include the top 30 ranked training characters in their deck as inherited characters. This allows players to include powerful inherited characters in their deck without complicated procedures, thereby reducing the disparity between players. It should also be possible to include the top 30 ranked training characters in the deck as inherited characters even when playing the training game in normal mode during a specific event. The following describes the differences between event mode and normal mode in the preparation phase of the training game.

[0325] Figure 34A is a fourth diagram illustrating the inheritance character selection screen 170. Figure 34B is a second diagram illustrating the training character list screen 180. When the player selects event mode to start the training game and a main character is selected, the inheritance character selection screen 170 is displayed on the display 26 as shown in Figure 34A. The inheritance character selection screen 170 displayed at this time is the same for both normal mode and event mode. When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped on the inheritance character selection screen 170, the training character list screen 180 shown in Figure 34B is displayed.

[0326] As can be seen by comparing Figure 34B and Figure 7B, the character training list screen 180 differs between normal mode and event mode. Specifically, in normal mode, the character training list screen 180 displays the My Character tab 181a and the Rental tab 181b. In contrast, in event mode, in addition to the My Character tab 181a and Rental tab 181b, the Event tab 181c is displayed.

[0327] When the My Character tab 181a is tapped, the training character icon 182 corresponding to the training character owned by the player is displayed. Also, when the Rental tab 181b is selected, the training character icon 182 corresponding to the representative character of another player, extracted based on player information (e.g., player ID) associated with the player, such as players registered as friends, is displayed.

[0328] Then, when the event tab 181c is tapped, as shown in Figure 34B, the training character icons 182 corresponding to the training characters that ranked in the top 30 in the training character ranking are displayed. As described above, 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 long-pressed, detailed information about the training character corresponding to the training character icon 182 is displayed.

[0329] Although a detailed explanation will be omitted, the character training list screen 180 will have unshown operation buttons. By using these unshown operation buttons, the player can sort and filter the character training icons 182 based on the character's abilities, inheritance information, or compatibility with the main character being trained.

[0330] Thus, in this embodiment, the characters trained in the training game are set as the target of the ranking. During the period of a specific event, the trained characters associated with each player who played the training game are ranked based on the results of the training game. Furthermore, a second player, different from the first player, can include in their deck the trained characters associated with the first player whose trained character ranks at a predetermined rank (in this case, 30th place or higher).

[0331] In other words, in event mode, players can assemble a deck containing training characters extracted based on their ranking in the training character ranking (hereinafter referred to as top-ranking training characters) and training characters extracted based on player information (hereinafter referred to as extracted training characters). However, in a single training game, a player can only include a total of one top-ranking training character and one extracted training character in their deck.

[0332] Furthermore, certain conditions are set for including top-ranking training characters and extracted training characters in a deck. In this case, paying a predetermined cost is set as the condition for inclusion, but the conditions for inclusion differ between top-ranking training characters and extracted training characters.

[0333] Specifically, players can use characters trained by other players as inherited characters by spending a predetermined amount of in-game currency as a cost. In this case, top-ranking trained characters require less cost than extracted trained characters. Extracted trained characters can also be included in a deck as inherited characters, but only within the daily usage limit. For example, if the daily usage limit is set to 3 times, players can include any extracted trained character in their deck up to 3 times per day.

[0334] On the other hand, there is no limit to the number of times top-ranking characters can be used. Therefore, players can assemble their favorite top-ranking characters into their deck and play the training game as many times as they like each day.

[0335] Thus, in this embodiment, the formation conditions set for top-ranking training characters and extracted training characters are different. Here, the formation conditions are set so that top-ranking training characters are easier for players to use than extracted training characters.

[0336] However, the above-mentioned team composition conditions are merely examples. For example, team composition conditions may be set so that extracted training characters are easier for players to use than top-ranking training characters. Alternatively, the same team composition conditions may be set for both top-ranking training characters and extracted training characters. Furthermore, team composition conditions may be set for only one of the top-ranking training characters or extracted training characters, while the other does not have any team composition conditions.

[0337] As mentioned above, the character training ranking is updated daily at 5 AM. Therefore, the top-ranking characters may change frequently, and the period during which top-ranking characters can be included in a deck is more limited than that of extracted characters. For this reason, it is preferable that the inclusion conditions for top-ranking characters be set to be easier for players to use than those for extracted characters.

[0338] Then, after two inheritance characters have been selected, when the Next Operation Unit 154 is tapped on the inheritance character selection screen 170, the support card formation screen 190 is displayed on the display 26.

[0339] Figure 35 is a third diagram illustrating the support card formation screen 190. In event mode, a card ranking operation unit 344a is provided on the support card formation screen 190. When the card ranking operation unit 344a is tapped, the support card ranking screen 350 shown in Figure 30C is displayed. Thus, in event mode, the screen transitions from the support card formation screen 190 to the support card ranking screen 350. Note that the support card formation screen 190 is the same in event mode and normal mode, except for the addition of the card ranking operation unit 344a.

[0340] Furthermore, during the duration of a specific event, even if the normal mode is selected and the training game is started, a card ranking operation section 344a may be provided on the support card formation screen 190, allowing the player to transition to the support card ranking screen 350.

[0341] When the start operation unit 193 is tapped with six support cards selected on the support card formation screen 190, the training main game begins. There are no differences between the normal mode and event mode in this training main game. When the training main game ends, the training completion screen 330 (see Figures 28A, 28B, and 28C) is displayed. If event mode is selected, the test results screen 390 is displayed on the display 26 after the training completion screen 330 has finished displaying.

[0342] Figure 36A is the first diagram illustrating the exam results screen 390. Figure 36B is the second diagram illustrating the exam results screen 390. Figure 36C is the third diagram illustrating the exam results screen 390. Figure 36D is the fourth diagram illustrating the exam results screen 390. On the exam results screen 390, as shown in Figure 36A, the evaluation score (indicated as Score in the figure) is displayed at the top, and below the evaluation score, the bonus points to be added are displayed. Here, the bonus points to be added are displayed separately for each bonus awarding condition. At the bottom of the exam results screen 390, the exam score, which is the evaluation score plus all bonus points, is displayed.

[0343] Subsequently, as shown in Figure 36B, the score derived based on the test points and the Next Operation Unit 391 are displayed. When the Next Operation Unit 391 is tapped, the reward awarded to the player corresponding to the test item is displayed, as shown in Figure 36C. Furthermore, when the Next Operation Unit 391 is tapped again, the test result screen 390 is closed and the home screen 100 is displayed. However, if the unlock conditions are met and a new test item is unlocked, as shown in Figure 36D, the fact that a new test item has been unlocked is notified.

[0344] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-described breeding game will be described, and descriptions of other configurations will be omitted.

[0345] (Functional Configuration of Player Terminal 1) FIG. 37 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and the functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0346] The terminal-side game control program includes an information setting processing program 700, a breeding game execution program 701, and a ranking information acquisition program 702. The programs listed in FIG. 37 are just examples, and there are also many other programs provided in the terminal-side game control program.

[0347] In the data storage area 12b, as storage units for storing data, a player information storage unit 750, a game information storage unit 751, and a ranking information storage unit 752 are provided. There are also many other storage units provided in the data storage area 12b. Here, information directly related to the game such as the breeding game (hereinafter referred to as game information) is stored in the game information storage unit 751. Temporary storage of various information during the progress of each game such as the breeding game is also performed in the game information storage unit 751. Also, for example, information other than game information, such as information about the player or other players, and setting information of the player terminal 1, is all regarded as player information. Player information is stored in the player information storage unit 750. Ranking information is stored in the ranking information storage unit 752.

[0348] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a breeding game execution unit 701a, and a ranking information acquisition unit 702a.

[0349] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the breeding game execution program 701 and the ranking information acquisition program 702 to cause them to function as the breeding game execution unit 701a and the ranking information acquisition unit 702a, respectively.

[0350] When various information is set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting in the player information storage unit 750 as player information. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.

[0351] The breeding game execution unit 701a executes all processes related to the breeding game.

[0352] During the period when a specific event is held, the ranking information acquisition unit 702a acquires ranking information from the server 1000 and stores it in the ranking information storage unit 752.

[0353] (Functional Configuration of Server 1000) FIG. 38 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. In the memory 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0354] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, and a ranking information update program 1103. Note that the programs listed in Figure 38 are just examples, and the server-side game control program includes many other programs.

[0355] The data storage area 1012b includes a player information storage unit 1150, a game information storage unit 1151, a ranking information storage unit 1152, and a ranking target character training information storage unit 1153, which are storage units for storing data. In addition, the data storage area 1012b also has many other storage units. Here, all players' game information is stored in the game information storage unit 1151, linked to the player ID. Also, all players' player information is stored in the player information storage unit 1150, linked to the player ID.

[0356] 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 training game termination processing unit 1102a, and a ranking information update unit 1103a.

[0357] 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 training game termination processing program 1102, and the ranking information update program 1103, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, and a ranking information update unit 1103a, respectively.

[0358] When various types of information are set on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.

[0359] The cultivation game execution unit 1101a executes all processes related to the cultivation game.

[0360] When the cultivation game ends, the cultivation game end processing unit 1102a derives evaluation points, cultivation ranks, etc. for the cultivated cultivation characters. Further, the cultivation game end processing unit 1102a stores the cultivation character information in the game information storage unit 1151.

[0361] During the holding period of a specific event, the ranking information update unit 1103a derives the support card ranking and the cultivation character ranking.

[0362] 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.

[0363] The processes performed by each functional unit in the above player terminal 1 and server 1000 will be described below using flowcharts. In the following, first, the processes related to the cultivation game when the normal mode is selected will be described, and then the processes related to the cultivation game when the event mode is selected will be described.

[0364] (Processing of the player terminal 1 and the server 1000) <Processes related to the cultivation game> FIG. 39 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the breeding game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). The processing in the server 1000 is denoted as Sn (n is an arbitrary integer).

[0365] When the player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting processing, the update information is transmitted to the server 1000. At the server 1000, when receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0366] Examples of the player information updated by P1 and S1 include profile information that can be set by the player. Further, for example, when an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, the friend information, which is information regarding friends, is updated.

[0367] When a breeding game start operation for starting the breeding game is input to the player terminal 1, the breeding game execution unit 701a executes preparation stage processing (P6). Also, during this preparation stage processing, communication processing is performed between the player terminal 1 and the server 1000. At the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6).

[0368] Figure 40 is a first flowchart illustrating the preparation stage processing (P6) in player terminal 1. Figure 41 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 (P6-13).

[0369] 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 (P6-13).

[0370] 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 temporarily registers the character temporarily stored in P6-4 as the main character (P6-6). The training game execution unit 701a also obtains information about representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-7), and switches the display screen (P6-13).

[0371] Furthermore, if the inheritance character selection screen 170 or the training character list screen 180 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 (P6-13). Also, if a selection operation (tapping the training character icon 182) is input on the training character list screen 180 (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 as the inheritance character (P6-11), and switches the display screen (P6-13).

[0372] 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 displays the support card formation screen 190 on the display 26 (P6-13).

[0373] Furthermore, if the support card formation screen 190 or the support card selection screen 200 is being displayed (NO in P6-8), and a display switching operation to change the screen display is input (YES in P6-21 of Figure 41), 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 a support card) is input on the support card selection screen 200 (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).

[0374] Furthermore, when a confirmation operation (tapping the start operation unit 193) is input on the support card formation screen 190 (YES in P6-25), the training game execution unit 701a sends confirmation information to the server 1000 (P6-26). The confirmation information includes information identifying the provisionally registered main character, inherited character, and support card. Upon receiving the confirmation information, the server 1000 performs a determination in the preparation stage processing (S6) to allow the execution of the training main game using the provisionally registered main character, inherited character, and support card.

[0375] Figure 42 is a flowchart illustrating the preparation phase processing (S6) in server 1000. When the training game execution unit 1101a receives confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the owned characters, the training game execution unit 1101a determines that there is no abnormality (S6-2).

[0376] If there is no abnormality in the main character selected by the player (YES in S6-2), the training game execution unit 1101a checks whether there is any abnormality in the support card selected by the player (S6-3). In S6-3, an abnormality is determined if a support card that the player does not possess is selected, if the rental card selected by the player is not linked to the player ID of that player, or if the support character is a duplicate of the main character.

[0377] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, the training game execution unit 1101a determines that there is no abnormality in the inherited character if the training character selected by the player as the inherited character is linked to the player's player ID, that is, if the training character that the player themselves has trained is selected as the inherited character (YES in S6-6).

[0378] If the inherited character is determined to be normal, the training game execution unit 1101a determines whether the training character selected by the player as the inherited character includes a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of times it has been used on that day is less than 3 (S6-8).

[0379] If the number of uses for the day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). In other words, S6-8 and S6-9 determine whether the formation conditions are met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses for the day (S6-10). The training game execution unit 1101a also subtracts 2000 from the number of predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0380] The training game execution unit 1101a sets permission information (S6-12) and sends it to the player terminal 1 if there are no abnormalities in the main character, inherited character, and support card, and the formation conditions for using another player's representative character are met. On the other hand, if there is an abnormality in any of the main character, inherited character, and support card, or if the formation conditions for using another player's representative character are not met, the training game execution unit 1101a sets permission information (S6-13) and sends it to the player terminal 1.

[0381] Returning to Figure 41, after the player terminal 1 sends confirmation information (P6-26) and receives permission information (YES in P6-27), the training game execution unit 701a registers the main character that was provisionally registered in P6-6 (P6-28). The training game execution unit 701a also registers the training character that was provisionally stored as an inherited character in P6-11 and the support card that was provisionally stored in P6-24 into the deck. 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 (P6-29). The training game execution unit 701a also sets the initial character identification information (P6-30) and displays the game screen 210 on the display 26 (P6-31).

[0382] Returning to Figure 39, 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.

[0383] Figure 43 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.

[0384] Figure 44 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.

[0385] 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.

[0386] Figure 45 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).

[0387] In addition, the cultivation game execution unit 701a refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 (P11-3). Further, the cultivation 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 cultivation 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).

[0388] When "place" is determined (YES in P11-6), the cultivation game execution unit 701a determines and stores the training items for placing the target character (P11-7). If the processing has not ended for all the team members extracted in P11-1 (NO in P11-8), the cultivation game execution unit 701a repeats the processing from P11-2 until the processing for all the team members ends. On the other hand, when the processing for all the team members ends (YES in P11-8), the cultivation game execution unit 701a ends the placement processing and executes the numerical value determination processing (P12).

[0389] Figure 46 is a flowchart for explaining the numerical value determination processing in the player terminal 1. The cultivation 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).

[0390] In addition, the cultivation 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 cultivation 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).

[0391] 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).

[0392] 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).

[0393] 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).

[0394] 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).

[0395] Figure 47 is a flowchart for explaining the event determination process 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 occurrence determination table stored in the data storage area 12b and determines whether to cause a scenario event to occur (P13-2). And when it is determined to cause a scenario event to occur, that is, when it is the scenario event occurrence 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).

[0396] 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. In addition, when the determined scenario event is an event that changes parameters such as an ability event, the change value is determined.

[0397] Also, the breeding game execution unit 701a refers to the event occurrence determination table and determines whether to cause the dedicated event 162a to occur (P13-4). And when it is determined to cause the dedicated event 162a to occur, that is, when it is the dedicated event occurrence 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).

[0398] 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. In addition, when the determined dedicated event 162a is an event that changes parameters such as an ability event, the change value is determined.

[0399] In addition, when the main character is a specific character, the training game execution unit 701a executes parameter change processing (P13-6) to change the change value of the parameter that changes according to the dedicated event 162a. For example, in the parameter change processing, 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 according to the dedicated event 162a.

[0400] In addition, the training 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).

[0401] Specifically, the training 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 training game execution unit 701a determines the content of the support event, that is, the event ID, by lottery using the generated lottery table. When the determined support event is an event that changes a parameter such as an ability event, the change value is determined.

[0402] [[ID=十三]] In addition, when the main character or the support character associated with the support event is a specific character, the training game execution unit 701a executes parameter change processing (P13-9) to change the change value of the parameter that changes according to the support event.

[0403] 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).

[0404] 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.

[0405] 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.

[0406] 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.

[0407] 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.

[0408] Returning to FIG. 44, 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).

[0409] Returning to FIG. 43, 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).

[0410] FIG. 48 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).

[0411] 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.

[0412] 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.

[0413] 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).

[0414] 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.

[0415] 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.

[0416] 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.

[0417] 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.

[0418] In addition, the training 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, each time the team race ends, the number of team members increases.

[0419] In addition, the training 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.

[0420] Also, when any training item is selected (YES in P20-9), the training game execution unit 701a performs a training execution process (P21). Also, when no training item is selected (NO in P20-9), other processes such as consuming skill points to acquire skills are executed (P20-10).

[0421] FIG. 49 is a flowchart for explaining the training execution process in the player terminal 1. The training 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).

[0422] In addition, the training game execution unit 701a executes a success determination process (P21-2) for determining whether the training is successful based on the failure rate determined in P12-2 above for the selected training item. When the training fails (NO in P21-3), the training game execution unit 701a subtracts ability parameters such as a decrease in form based on the failure of the training (P21-4).

[0423] 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).

[0424] 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).

[0425] 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).

[0426] 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).

[0427] Returning to Figure 39, once the above-described training stage processing is complete, the training game execution unit 701a on the player terminal 1 executes the training game termination process (P8). In the training game termination process, the training game execution unit 701a stores information about the training character that was trained in the training game in the game information storage unit 751. The training game execution unit 701a also sends termination information to the server 1000. This termination information includes information about the training character, etc. Upon receiving the termination information on the server 1000, the training game termination processing unit 1102a executes the training game termination process (S8).

[0428] Figure 50 is a flowchart illustrating the termination process of the training game on server 1000. The training game termination processing unit 1102a derives an evaluation score based on the termination information received from player terminal 1 (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2). The training game termination processing unit 1102a stores training character information, including evaluation score, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., in the game information storage unit 1151, linked to the player ID of the player (S8-3). The training game termination processing unit 1102a also sets training result information and has it received by player terminal 1 (S8-4). Note that the training result information only needs to include an evaluation score and a training rank, and in this case, it is the same as the training character information stored in S8-3 above.

[0429] Returning to Figure 39, upon receiving the training result information, the training game execution unit 701a executes the training game termination process (P9). Here, the training game execution unit 701a stores the received training result information in the game information storage unit 751. The training game execution unit 701a also displays the training completion screen 330 (see Figures 28A, 28B, and 28C) on the display 26 based on the training result information.

[0430] Through the above processes, the above-described breeding game is realized. Also, the breeding character information related to the breeding character bred (created) by the breeding game is stored in association with the player ID. Note that the processes in the above-described player terminal 1 and server 1000 are merely examples. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.

[0431] Next, the processes of the player terminal 1 and the server 1000 during the holding period of the specific event will be described. Note that hereinafter, during the holding period of the specific event, the processes related to the breeding game when the event mode is selected in the player terminal 1 will be described.

[0432] FIG. 51 is a sequence diagram for explaining the processes of the player terminal 1 and the server 1000 related to the breeding game during the holding period of the specific event. During the holding period of the specific event, in the server 1000, a ranking information update process (S11) is executed.

[0433] FIG. 52 is a flowchart for explaining the ranking information update process in the server 1000. The ranking information update unit 1103a determines whether it is the update time (S11-1). Here, 4:59 am is set as the update time. When it reaches the update time, the ranking information update unit 1103a extracts the breeding character information of the ranking target stored in the ranking target breeding character information storage unit 1153 (S11-2).

[0434] Note that the breeding character information of the ranking target is the breeding character information created by the breeding game executed in the event mode. In the ranking target breeding character information storage unit 1153, the breeding character information is stored in association with the player ID of the player who bred the breeding character.

[0435] Here, in the Ranking Target Training Character Information Storage Unit 1153, only one piece of information about a training character eligible for ranking is stored, linked to one player ID. During the duration of a specific event, only the training character information with the highest test points among the training character information eligible for ranking linked to one player ID is stored in the Ranking Target Training Character Information Storage Unit 1153.

[0436] However, the Ranking Target Training Character Information Storage Unit 1153 may store, for example, training character information for the top 100 characters based on their test points. In this case, when ranking target training character information is generated, the test points are compared with the training character information for the top 100 characters at that time. If the test points of the newly generated training character information are higher than those of the training character information for the top 100 characters, the training character information stored in the Ranking Target Training Character Information Storage Unit 1153 is changed. In this case, multiple training character information associated with a single player ID may be stored in the Ranking Target Training Character Information Storage Unit 1153.

[0437] The ranking information update unit 1103a sets the top 30 ranked training characters as top-ranking training characters based on the ranking target training character information extracted in S11-2 (S11-3). Here, the training character information corresponding to the top-ranking training characters is stored in the ranking information storage unit 1152. In the ranking information storage unit 1152, the training character information corresponding to the top-ranking training characters is stored linked to the player ID of the player who generated the training character information.

[0438] Furthermore, the ranking information update unit 1103a executes the formation condition setting process (S11-4). Here, formation conditions are set for other players to include and use the top-ranking training characters in their decks. Specifically, the ranking information update unit 1103a sets the formation condition to consume "1000" of a predetermined in-game currency.

[0439] Furthermore, the ranking information update unit 1103a sets the top-ranking character training information set in S11-3 above (S11-5) and receives it on the player terminal 1. The ranking information update unit 1103a also sets the character training ranking information, which is a ranking of the character training information and player information (S11-6).

[0440] Furthermore, the ranking information update unit 1103a calculates the usage rate of support cards (S11-7). Here, the ranking information update unit 1103a calculates the usage rate for each type of support card, with the number of times the training game has been played as the denominator and the number of times it has been used as the numerator. In addition, the ranking information update unit 1103a calculates the usage rate of support cards for each player category: beginner, normal, and expert.

[0441] The ranking information update unit 1103a derives a support card ranking based on the support card usage rate calculated in S11-7 above and stores it in the ranking information storage unit 1152 (S11-8). The ranking information update unit 1103a also sets the support card ranking information showing the derived support card ranking and sends it to the player terminal 1 for reception.

[0442] The information set in S11-5, S11-6, and S11-8 is set so that it can be received by player terminal 1 if communication processing with player terminal 1 takes place after 5:00 AM on that day.

[0443] Returning to Figure 51, in S11, after the support card ranking and training character ranking are updated, when communication processing for information confirmation is performed on the player terminal 1 (P11), the ranking information acquisition unit 702a receives training character ranking information, support card ranking information, and top-ranking training character information from the server 1000 (P12). The ranking information acquisition unit 702a also stores the received top-ranking training character information in the player information storage unit 750, and stores the training character ranking information and support card ranking information in the ranking information storage unit 752.

[0444] Subsequently, when the player terminal 1 inputs the command to start the training game, the training game execution unit 701a executes the preparation stage process (P6). The following describes the differences between the preparation stage process when event mode is selected and the preparation stage process when normal mode is selected.

[0445] Figure 53 is a flowchart illustrating the preparation phase processing at player terminal 1 when event mode is selected. When event mode is selected, in the preparation phase processing (S6) at player terminal 1, the training game execution unit 701a obtains information from server 1000 regarding representative characters extracted according to predetermined extraction conditions, such as the friend's representative character (P6-7a), and further obtains information from server 1000 regarding top-ranking training characters (P6-7b). Note that the information regarding representative characters and top-ranking training characters is also stored in game information storage unit 751. Therefore, the information regarding representative characters and top-ranking training characters may also be read from game information storage unit 751.

[0446] Then, when the training game execution unit 701a displays the training character list screen 180 (P6-13), it displays the My Character tab 181a, the Rental tab 181b, and the Event tab 181c on the training character list screen 180. Also, if the Event tab 181c is tapped, the top-ranking training character acquired is temporarily stored as an inherited character in P6-13.

[0447] Note that the preparation stage processing (P6) on player terminal 1 differs only in the above point between event mode and normal mode; all other processing is the same.

[0448] Returning to Figure 51, even when event mode is selected, confirmation information is sent to server 1000 during the preparation phase processing on player terminal 1. Upon receiving the confirmation information, server 1000 executes the preparation phase processing (S6). The following explains the differences between the preparation phase processing during the duration of a specific event and the preparation phase processing outside of the duration of a specific event.

[0449] Figure 54 is a flowchart illustrating the preparation phase processing on server 1000 during the duration of a specific event. Note that the preparation phase processing during the duration of a specific event is the same as the preparation phase processing outside the duration of the specific event described above, except that the processing from S6-1 to S6-13 is the same, and the processing from S6-21 to S6-23 is added. Therefore, to avoid duplication, the processing from S6-21 to S6-23 will be explained here, and the explanation of the other processing will be omitted.

[0450] If the inherited character does not include any other player's representative character (NO in S6-7), the training game execution unit 1101a determines whether the training character selected by the player as the inherited character includes a top-ranking training character (S6-21). If a top-ranking training character is included (YES in S6-21), the training game execution unit 1101a determines whether the player possesses 1000 or more of the predetermined in-game currency (S6-22). If the player possesses 1000 or more of the in-game currency (YES in S6-22), the training game execution unit 1101a subtracts 1000 from the number of predetermined in-game currency stored in the player information storage unit 1150 (S6-23) and sets the permission information (S6-12).

[0451] Thus, the in-game currency required to include and use top-ranking training characters in your deck is less than the in-game currency required to include and use other players' representative characters in your deck. Furthermore, while there is a limit of three times per day that you can use other players' representative characters in your deck, there is no limit to the number of times you can use top-ranking training characters in your deck.

[0452] Returning to Figure 51, when the training game, which was run in event mode, ends, termination information is sent from player terminal 1 to server 1000. Upon receiving the termination information, server 1000 executes the training game termination process (S8). The following explains the differences between the training game termination process when event mode is selected and the training game termination process when normal mode is selected.

[0453] Figure 55 is a flowchart illustrating the training game termination process in server 1000 when event mode is selected. The training game termination processing unit 1102a derives the evaluation score based on the termination information received from player terminal 1 (S8-1). The training game termination processing unit 1102a also derives the training rank based on the derived evaluation score (S8-2). The training game termination processing unit 1102a also derives the test points based on the evaluation score (S8-3). Here, the training game termination processing unit 1102a calculates bonus points based on the bonus granting conditions set for each test item, and adds the calculated bonus points to the evaluation score to derive the test points. The training game termination processing unit 1102a also derives the score based on the test points.

[0454] Furthermore, the training game termination processing unit 1102a stores training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., in the game information storage unit 1151, linked to the player ID of the player (S8-4). In addition, the training game termination processing unit 1102a sets the training result information and has it received by the player terminal 1 (S8-5).

[0455] If the test points derived in S8-3 are the highest score achieved by the player (YES in S8-6), the training game termination processing unit 1102a updates the training character information associated with the player's player ID, which is stored in the ranking target training character information storage unit 1153, with the training character information stored in S8-4 (S8-7).

[0456] Furthermore, the training game termination processing unit 1102a derives a player classification based on the highest training rank achieved by the player, and stores it in the player information storage unit 1150, linked to the player ID (S8-7). However, the player classification may be derived, for example, based on the highest training rank achieved during the period of a specific event.

[0457] The training game termination processing unit 1102a adds "1" to the counter value of the usage counter that counts the number of times each of the six support cards included in the deck used in the training game was used (S8-9). Note that a usage counter is provided for each type of support card and for each player category. Here, the counter value of the usage counter corresponding to the player category stored in the player information storage unit 1150 is updated.

[0458] The training game termination processing unit 1102a adds "1" to the counter value of the execution count counter, which counts the number of times the training game has been run (S8-10). Note that an execution count counter is provided for each player category. Here, the counter value of the execution count counter corresponding to the player category stored in the player information storage unit 1150 is updated.

[0459] In the ranking information update process described above, the ranking information update unit 1103a calculates the usage rate of the support card based on the counter values ​​of the usage counter and execution count counter that are updated in S8-9 and S8-10.

[0460] Furthermore, the training game termination processing unit 1102a executes the test subject release process (S8-11). Here, if the player passes the test subject for the first time, the process to release the next test subject is executed.

[0461] 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.

[0462] In the above embodiment, a character training ranking is derived, and the case in which other players can include training characters that have achieved a predetermined rank in the character training ranking in their decks has been described. In other words, in the above embodiment, the characters that are ranked and the characters that other players can include in their decks are the same training characters.

[0463] In other words, a predetermined game using a deck (a training game in the above embodiment) is executed, and the process of executing a game using a deck includes a process of advancing the predetermined game based on the player's actions and a process of generating game media (a training character in the above embodiment) based on the completion of the predetermined game, and the ranking target is the game media generated in the predetermined game. Furthermore, rankings are made for the game media generated in the predetermined game within a predetermined period (during the duration of a specific event in the above embodiment).

[0464] However, the cards that are ranked and the cards that other players can include in their decks may be different. For example, a ranking of player information such as player IDs may be derived based on predetermined game results, and support cards owned by players who have achieved a predetermined rank in the ranking may be included in the decks of other players.

[0465] Furthermore, the above embodiment described the case where the game in which rankings are performed and the game in which players can use decks composed of other players' game materials are the same. However, the game in which rankings are performed and the game in which players can use decks composed of other players' game materials may be different.

[0466] For example, a ranking of players may be derived based on the results of a predetermined game, such as the score obtained in a team competition game. In a training game, the representative character of a player who has achieved a predetermined rank in this ranking may be made available to other players to include in their deck.

[0467] In any case, it is sufficient that the following processes can be executed: a process for ranking the ranking targets (training characters in the above embodiment) associated with each player who played the predetermined game based on the results of the predetermined game (training game in the above embodiment); a process for making the game medium (training characters in the above embodiment) associated with the first player whose ranking target is a predetermined rank (1st to 30th in the above embodiment) available for a second player different from the first player to include in their deck; and a process for executing the game (training game in the above embodiment) using the deck in which the game medium has been assembled.

[0468] Furthermore, in the above embodiment, a process is performed that allows the player to add game media extracted based on player information associated with the player (friend information or player ID in the above embodiment) to their deck, in addition to game media extracted based on their ranking (top-ranking character training in the above embodiment). However, in the above embodiment, it is not mandatory to allow the player to add representative characters of other players, such as friends, to their deck.

[0469] Furthermore, in the above embodiment, deck building conditions are set for at least one of the game media extracted based on the ranking of the target players and the game media extracted based on player information. The game media extracted based on the ranking of the target players and the game media extracted based on player information linked to the player will have different deck building conditions (the maximum number of uses in the above embodiment) or different deck building conditions (the required in-game currency). However, in the above embodiment, the deck building conditions set for the top-ranking training characters and the extracted training characters may be exactly the same.

[0470] Furthermore, in the above embodiment, one character training ranking and one support card ranking are derived for all test items. However, the character training ranking and support card ranking may be derived separately for each test item.

[0471] Furthermore, although the above embodiment described a training game, the game genre to which the technology according to the above embodiment can be applied is not limited to this, and it can be applied to any game genre.

[0472] 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]

[0473] 1 Player terminal 1000 Servers G Game Device S Information Processing System

Claims

1. A process for ranking ranking targets linked to player information of a player who played a predetermined game based on the result of the game played by the player; A process for enabling one player playing the predetermined game to organize game media linked to player information of other players into a deck; A process of executing a game using the deck in which the game contents are organized based on an operation of the one player; The computer executes the above. a composition condition is set for organizing the game contents associated with the player information of the other player into the deck; the organization condition is different depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing program.

2. the predetermined game is a game using the deck, the game medium is generated based on the completion of the progress of the predetermined game; the ranking target is the game medium generated based on the completion of the progress of the predetermined game, The process of executing a game using the deck includes: executing a new predetermined game using the deck in which the game media generated based on the completion of the progress of the past predetermined game are organized; The information processing program according to claim 1 .

3. The process of ranking the ranking targets includes: ranking the generated game contents based on the completion of progress of the predetermined game within a predetermined period of time; The information processing program according to claim 2.

4. 1. An information processing method performed by a computer, comprising: A process of ranking ranking targets linked to player information of a player who has played a predetermined game based on a result of the game played by the player; A process for enabling one player playing the predetermined game to organize game media linked to player information of other players into a deck; A process of executing a game using the deck in which the game contents are organized based on an operation of the one player; Including, a composition condition is set for organizing the game contents associated with the player information of the other player into the deck; the organization condition is different depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing methods.

5. One or more computers; The computer includes: A process of ranking ranking targets linked to player information of a player who has played a predetermined game based on a result of the game played by the player; A process for enabling one player playing the predetermined game to organize game media linked to player information of other players into a deck; A process of executing a game using the deck in which the game contents are organized based on an operation of the one player; To carry out the above. a composition condition is set for organizing the game contents associated with the player information of the other player into the deck; the organization condition is different depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Gaming device.

6. One or more computers; The computer includes: A process of ranking ranking targets linked to player information of a player who has played a predetermined game based on a result of the game played by the player; A process for enabling one player playing the predetermined game to organize game media linked to player information of other players into a deck; A process of executing a game using the deck in which the game contents are organized based on an operation of the one player; To carry out the above. a composition condition is set for organizing the game contents associated with the player information of the other player into the deck; the organization condition is different depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing system.