Information processing program, information processing method, game device, and information processing system
Patent Information
- Application Number
- JP2022200584
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-15
- Publication Date
- 2025-04-22
AI Technical Summary
In training games, particularly breeding games, players face difficulty in effectively organizing teams of characters for competitions, making it challenging to understand how to optimize team performance.
An information processing system that allows players to select characters for various games, sets parameters, derives individual and total game results, and ranks characters based on predetermined parameters, enabling improved player convenience through strategic character management.
Enhances player convenience by providing a systematic approach to character selection, training, and team organization, leading to better game outcomes and increased player engagement.
Smart Images

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Abstract
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, for example, as shown in Patent Document 1, a game of a genre called a breeding game is known. In a breeding game, a plurality of types of breeding items are provided, and a player can select any one of the breeding items and breed a character to be bred.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Generally, in a breeding game, a player can use the bred character to play against other players or a computer. Also, a player may play a predetermined game using the bred character and compete with other players for scores. For example, when a large number of bred characters are organized into a team and a predetermined game is played as a team, there is a problem that it is difficult for a player to grasp how to effectively organize the team.
[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 that can improve the convenience for players.
Means for Solving the Problems
[0006] In order to solve the above problems, the information processing program is In a specific game that includes multiple game types, a process is provided to allow the player to select a character to be used for each of the multiple game types, The process of setting the character selected by the player for each type of game, A process for deriving individual game results, which are the game results of the aforementioned type of game, for each of the aforementioned types of games, A process for determining predetermined parameters associated with the character used in the aforementioned type of game, A process for ranking multiple characters used in a specific game based on predetermined parameters selected by the player, A process for deriving an overall game result, which is the game result of a specific game, based on the individual game results of each of the multiple types of games, or based on predetermined parameters, Have the computer perform this task.
[0007] The process for deriving the overall game result is as follows: This process includes calculating the total points in a single game based on the predetermined parameters and deriving the overall game result. The computer may further perform a process of ranking multiple players based on the total points of the aforementioned specific game.
[0008] The process of deriving the individual game results for each type of game is as follows: For multiple types of games, the individual game results may be derived in a predetermined order.
[0009] To solve the above problems, the information processing method is: A method of information processing performed by a computer, The aforementioned computer, In a specific game that includes multiple game types, a process is provided to allow the player to select a character to be used for each of the multiple game types, The process of setting the character selected by the player for each type of game, A process for deriving individual game results, which are the game results of the aforementioned type of game, for each of the aforementioned types of games, A process for determining predetermined parameters associated with the character used in the aforementioned type of game, A process for ranking multiple characters used in a specific game based on predetermined parameters selected by the player, A process for deriving an overall game result, which is the game result of a specific game, based on the individual game results of each of the multiple types of games, or based on predetermined parameters, To carry out.
[0010] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, In a specific game that includes multiple game types, a process is provided to allow the player to select a character to be used for each of the multiple game types, The process of setting the character selected by the player for each type of game, A process for deriving individual game results, which are the game results of the aforementioned type of game, for each of the aforementioned types of games, A process for determining predetermined parameters associated with the character used in the aforementioned type of game, A process for ranking multiple characters used in a specific game based on predetermined parameters selected by the player, A process for deriving an overall game result, which is the game result of a specific game, based on the individual game results of each of the multiple types of games, or based on predetermined parameters, To carry out.
[0011] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, In a specific game including a plurality of types of games, a process for enabling a player to select a character to be used for each of the plurality of types of games, a process for setting the character selected by the player for each type of game, a process for deriving an individual game result, which is a game result of the type of game, for each type of game, a process for determining a predetermined parameter associated with the character used in the type of game, a process for ranking a plurality of the characters used in the specific game according to the player's selection based on the predetermined parameter, a process for deriving an overall game result, which is a game result of the specific game, based on the individual game results of each of the plurality of types of games or based on the predetermined parameter, are performed.
Advantages of the Invention
[0012] According to the present invention, the convenience of the player can be improved.
Brief Description of the Drawings
[0013] [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 home setting screen. [Figure 4] FIG. 4 is a diagram for explaining a general progress flow of a breeding game. [Figure 5]Figure 5A is a diagram illustrating the main character selection screen. Figure 5B is the first diagram illustrating the character details screen. Figure 5C is the second diagram illustrating the character details screen. [Figure 6] Figure 6A is a diagram illustrating the ability parameter (initial value) table. Figure 6B is a diagram illustrating the aptitude parameter (initial value) table. Figure 6C is a diagram illustrating the skill table. Figure 6D is a diagram illustrating the dedicated event table. [Figure 7] Figure 7 is the first diagram illustrating an example of a training information display screen. [Figure 8] Figure 8A illustrates an example of a special clear objective. Figure 8B illustrates an example of a clear objective set for a character. [Figure 9] Figure 9 is the second diagram illustrating an example of a training information display screen. [Figure 10] Figure 10A is the first diagram illustrating the inheritance character selection screen. Figure 10B is the first diagram illustrating the training character list screen. Figure 10C is the second diagram illustrating the inheritance character selection screen. Figure 10D is the third diagram illustrating the inheritance character selection screen. [Figure 11] Figure 11 is a diagram illustrating the lineage of inheritance. [Figure 12] Figure 12 is a diagram illustrating the factor information. [Figure 13] Figure 13A is a diagram illustrating the criteria for determining compatibility, and Figure 13B is a diagram illustrating the items used to determine compatibility. [Figure 14] Figure 14A is a diagram illustrating the sorting conditions. Figure 14B is a diagram illustrating the filtering conditions. [Figure 15] Figure 15 is the first diagram illustrating the character details dialog. [Figure 16] Figure 16 is a second diagram illustrating the character details dialog. [Figure 17] Figure 17 is a third diagram illustrating the character details dialog. [Figure 18]Figure 18 is a diagram illustrating the skills display dialog. [Figure 19] Figure 19A is the first diagram illustrating the support card formation screen. Figure 19B is the diagram illustrating the support card selection screen. Figure 19C is the second diagram illustrating the support card formation screen. [Figure 20] Figure 20A is a diagram illustrating the support card table. Figure 20B is a diagram illustrating the support effect table. Figure 20C is a diagram illustrating the possessed skills table. Figure 20D is a diagram illustrating the support event table. [Figure 21] Figure 21A is a diagram illustrating the final confirmation screen. Figure 21B is a diagram illustrating the preset selection screen. [Figure 22] Figure 22 is the first diagram illustrating the character identification information table. [Figure 23] Figure 23 is a second diagram illustrating the character identification information table. [Figure 24] Figure 24 is a diagram illustrating the selection item table. [Figure 25] Figure 25A is the first diagram illustrating the game screen. Figure 25B is the second diagram illustrating the game screen. [Figure 26] Figure 26A is the first diagram illustrating the training screen. Figure 26B is the second diagram illustrating the training screen. Figure 26C is a diagram illustrating the training results notification screen. Figure 26D is a diagram illustrating the events screen. [Figure 27] Figure 27A is the first diagram illustrating inheritance events. Figure 27B is the second diagram illustrating inheritance events. Figure 27C is the third diagram illustrating inheritance events. Figure 27D is the fourth diagram illustrating inheritance events. [Figure 28] Figure 28A is the first diagram illustrating the skills screen. Figure 28B is the second diagram illustrating the skills screen. [Figure 29]Figure 29A is the first diagram illustrating the individual race selection screen. Figure 29B is the diagram illustrating the individual race start screen. Figure 29C is the first diagram illustrating the individual race results screen. Figure 29D is the second diagram illustrating the individual race results screen. [Figure 30] Figure 30A is an illustration illustrating the team race selection screen. Figure 30B is an illustration illustrating the team race formation screen. Figure 30C is an illustration illustrating the team race start screen. Figure 30D is an illustration illustrating the team race interim results screen. [Figure 31] Figure 31A is the first diagram illustrating the detailed results screen for the team race. Figure 31B is the first diagram illustrating the overall results screen for the team race. Figure 31C is the second diagram illustrating the detailed results screen for the team race. Figure 31D is the second diagram illustrating the overall results screen for the team race. [Figure 32] Figure 32 is a diagram illustrating the general flow of processing at the start of a turn. [Figure 33] Figure 33 is a diagram illustrating the presence or absence of placement. [Figure 34] Figure 34A is a diagram illustrating the training level table. Figure 34B is a diagram illustrating the fixed increase value (speed) table. Figure 34C is a diagram illustrating the fixed increase value (power) table. Figure 34D is a diagram illustrating the bonus addition rate table. [Figure 35] Figure 35 is a diagram illustrating event types and event classifications. [Figure 36] Figure 36 illustrates the relationship between event type and number of turns. [Figure 37] Figure 37A is the third diagram illustrating the game screen. Figure 37B is the third diagram illustrating the training screen. [Figure 38] Figure 38A is a diagram illustrating the table for determining whether or not a special training event will be held. Figure 38B is a diagram illustrating the table for determining special icons. Figure 38C is a diagram illustrating the table for determining bonus icons. [Figure 39]Figure 39A is a diagram illustrating the fixed bonus value (main character) table. Figure 39B is a diagram illustrating the bonus addition value (main character) table. [Figure 40] Figure 40A is a diagram illustrating the fixed increase value (training target) table. Figure 40B is a diagram illustrating the bonus increase value (training target) table. [Figure 41] Figure 41A is a diagram illustrating the training completion screen. Figure 41B is a second diagram illustrating the training completion screen. Figure 41C is a third diagram illustrating the training completion screen. [Figure 42] Figure 42A is an illustration illustrating the racing game selection screen. Figure 42B is an illustration illustrating the team competition game screen. Figure 42C is an illustration illustrating the team formation screen. Figure 42D is an illustration illustrating the character development list screen. [Figure 43] Figure 43A is a diagram illustrating the opponent team selection screen. Figure 43B is a diagram illustrating the start confirmation screen. Figure 43C is the first diagram illustrating the results list screen. Figure 43D is the second diagram illustrating the results list screen. [Figure 44] Figure 44 is a diagram illustrating the overall race results screen. [Figure 45] Figure 45 is a diagram illustrating the score list screen. [Figure 46] Figure 46A is a diagram illustrating the practice match top screen. Figure 46B is a diagram illustrating the race character setting screen. Figure 46C is the first diagram illustrating the race character selection screen. Figure 46D is the second diagram illustrating the race character selection screen. [Figure 47] Figure 47 is a diagram illustrating the race conditions. [Figure 48] Figure 48 is a diagram illustrating the practice member selection screen. [Figure 49] Figure 49A is the first diagram illustrating the practice partner screen. Figure 49B is the second diagram illustrating the practice partner screen. Figure 49C is the fourth diagram illustrating the character details dialog. [Figure 50]Figure 50A is a diagram illustrating the practice match results screen. Figure 50B is a diagram illustrating the practice member registration screen. Figure 50C is a diagram illustrating the race results save dialog. [Figure 51] Figure 51A is a diagram illustrating the Room Match top screen. Figure 51B is a diagram illustrating the Race Selection screen. Figure 51C is a diagram illustrating the Mode Selection screen. [Figure 52] Figure 52 is a diagram illustrating the simple mode. [Figure 53] Figure 53 is a diagram illustrating the detailed mode. [Figure 54] Figure 54A illustrates the character selection screen for room matches. Figure 54B illustrates the strategy selection tab. Figure 54C illustrates the entry information screen. Figure 54D illustrates the host player's waiting room screen. [Figure 55] Figure 55 is a diagram illustrating the race details screen. [Figure 56] Figure 56A is a diagram illustrating the room search screen. Figure 56B is a diagram illustrating the guest player waiting room screen. [Figure 57] Figure 57A is an illustration illustrating the daily race screen. Figure 57B is an illustration illustrating the difficulty selection screen. Figure 57C is an illustration illustrating the play mode selection screen. Figure 57D is an illustration illustrating the daily race character selection screen. [Figure 58] Figure 58A is a diagram illustrating the skip settings screen. Figure 58B is the first diagram illustrating the skip results display screen. Figure 58C is the second diagram illustrating the skip results display screen. Figure 58D is the third diagram illustrating the skip results display screen. [Figure 59] Figure 59 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 60] Figure 60 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 61]FIG. 61 is a sequence diagram for explaining the processing of a player terminal and a server related to a breeding game. [Figure 62] FIG. 62 is a first flowchart for explaining the preparation stage processing in a player terminal. [Figure 63] FIG. 63 is a second flowchart for explaining the preparation stage processing in a player terminal. [Figure 64] FIG. 64 is a second flowchart for explaining the preparation stage processing in a player terminal. [Figure 65] FIG. 65 is a flowchart for explaining the preparation stage processing in a server. [Figure 66] FIG. 66 is a flowchart for explaining the breeding stage processing in a player terminal. [Figure 67] FIG. 67 is a flowchart for explaining the processing at the start of a turn in a player terminal. [Figure 68] FIG. 68 is a flowchart for explaining the placement processing in a player terminal. [Figure 69] FIG. 69 is a flowchart for explaining the numerical determination processing in a player terminal. [Figure 70] FIG. 70 is a flowchart for explaining the event determination processing in a player terminal. [Figure 71] FIG. 71 is a flowchart for explaining the processing during a turn in a player terminal. [Figure 72] FIG. 72 is a flowchart for explaining the breeding execution processing in a player terminal. [Figure 73] FIG. 73 is a flowchart for explaining the inheritance event execution processing in a player terminal. [Figure 74] FIG. 74 is a flowchart for explaining the breeding game end processing in a server. [Figure 75] FIG. 75 is a first sequence diagram for explaining the processing of a player terminal and a server related to a team competition game. [Figure 76]Figure 76 is a second sequence diagram illustrating the processing of player terminals and servers related to a team-based competitive game. [Figure 77] Figure 77 is a flowchart illustrating the process of deriving race results on the server. [Modes for carrying out the invention]
[0014] 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.
[0015] (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.
[0016] 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.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.
[0018] 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.
[0019] 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.
[0020] (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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] (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.
[0030] 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.
[0031] 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 lower part 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.
[0032] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a strengthening screen selection operation part 102b, a story screen selection operation part 102c, a racing game selection operation part 102d, and a gacha screen selection operation part 102e. In the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the player can identify the screen being displayed on the display 26.
[0033] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0034] When the strengthening screen selection operation part 102b is tapped, a strengthening screen (not shown) is displayed. In the strengthening screen, the player can strengthen the characters and support cards they possess. 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 cultivate characters with more powerful statuses in the cultivation game.
[0035] 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.
[0036] When the race game selection control unit 102d is tapped, the race game selection screen, described later, is displayed. In this embodiment, various race games are provided in which the trained characters, which have been trained in the training game described later, can be entered. On the race game selection screen, the player can select a race game in which the trained characters can be entered. One of the race games is a team competition game in which a team composed of multiple trained characters competes against a team of another player selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.
[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.
[0038] 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, which is the character to be trained.
[0039] Furthermore, during the preparation phase, the player sets up a deck to be used when developing their main character. The deck consists of multiple inherited characters (which will be explained in more detail later) and multiple support cards. Therefore, in the development game, the inherited characters and support cards included in the deck are used.
[0040] 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, etc.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] When the Representative Character Setting Operation Unit 126a is tapped, a Representative Character Setting screen (not shown) is displayed. On the Representative Character Setting screen, the player can set one of the characters 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.
[0049] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, the specific event screen is displayed. On the specific event screen, the player can, for example, exchange specific event points, which are offered exclusively for the specific event, for various rewards.
[0057] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. Players can play the training game by consuming game points. Game points are awarded to the player at predetermined intervals (e.g., every 10 minutes) by a predetermined amount (e.g., +1). There is an upper limit (e.g., 100) on the number of game points a player can hold, and players can hold game points within this limit. A game point display bar 136 is provided at the top of the home screen 100, which visually displays the percentage of the current number of game points relative to the upper limit.
[0058] Note that when a training game is started, a predetermined amount of game points (for example, -30) is deducted. Therefore, if a player does not possess the required number of game points, they cannot start the training game. However, players can possess items that restore game points and can use these items to restore them. These items can be obtained, for example, as rewards in training games or team competition games, or by spending in-game currency. The training game is described in detail below.
[0059] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.
[0060] 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.
[0061] <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.
[0062] <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.
[0063] 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, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed. At the bottom of the main character selection screen 150, the return operation section 153 labeled "Return" and the next operation section 154 labeled "NEXT" are displayed.
[0064] In this embodiment, initial values for ability parameters are set for each character, and the ability parameter display unit 152a 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.
[0065] 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 ability parameter display unit 152a displays the initial values of the ability parameters.
[0066] In this embodiment, initial values for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include the speed ability parameter labeled "Speed" in the ability parameter display unit 152a, the stamina ability parameter labeled "Stamina" in the ability parameter display unit 152a, the power ability parameter labeled "Power" in the ability parameter display unit 152a, the tenacity ability parameter labeled "Spirit" in the ability parameter display unit 152a, and the intelligence ability parameter labeled "Wisdom" in the ability parameter display unit 152a.
[0067] 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.
[0068] In this embodiment, each character has a set of aptitude parameters (initial values), and as shown in Figure 5A, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters for the character corresponding to the character icon 151 selected by the player, using letters of the alphabet.
[0069] 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. Based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters.
[0070] 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.
[0071] In this simulation game, players can enter their main character in various races. The higher the main character's suitability for the race, the more advantageous the race will be.
[0072] Furthermore, the initial values of each character's aptitude parameters may be increased by spending in-game currency. Also, the values of the aptitude parameters may change during the main training game. Additionally, during the main training game, an aptitude parameter may be set to S, which is higher than A.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] Each character is assigned one pre-acquired skill from the start of the main training game. In addition to the pre-acquired skill, each character also has multiple possessed skills. Possessed skills can be acquired after the start of the main training game by spending skill points, which will be explained later. In other words, possessed skills can become pre-acquired skills in exchange for skill points.
[0077] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 6C are displayed as acquired skills 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 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 are highlighted to make it easier to distinguish between acquired skills and possessed skills.
[0078] In Figure 5B, the game shows a scenario where one acquired skill is displayed in the acquired skills display section 161a and seven possessed skills are displayed in the possessed skills display section 161b, but this is not the only possible scenario. For example, the number of acquired and possessed skills may differ for each character. Furthermore, the number of acquired or possessed skills for each character may increase due to factors such as leveling up, or the consumption of in-game currency or items.
[0079] 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 display section 162a, which shows the dedicated events provided for each character, is displayed. In this case, as shown in Figure 5C, the event operation section 162 is highlighted. Dedicated events occur when predetermined conditions are met in the main training game, and they display stories related to the characters that appear in the training game or change the values of ability parameters.
[0080] Figure 6D is a diagram illustrating the dedicated event table. As shown in Figure 6D, the dedicated event table stores dedicated events for each character owned by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character details screen 160, as shown in Figure 5C. Dedicated events may include hint events that allow the acquisition or possession of skills, ability events that increase or decrease the numerical values of the character's ability parameters, etc.
[0081] Furthermore, the special events displayed on the character details screen 160 shown in Figure 5C may all be executed during the main training game, or at least some of them may be executed during the main training game, or none of them may be executed during the main training game if certain conditions are not met. Also, for example, the number of special events provided for each character may increase as the character's level increases, or as in-game currency or items are consumed. In addition, special events that are not displayed as special events may be executed during the main training game if certain conditions are met.
[0082] 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.
[0083] 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. The main character selection screen 150 also has a training information display button 155. When the training information display button 155 is tapped, the training information display screen 165 shown in Figure 7 is displayed. The player can check information about the character selected on the main character selection screen 150 on the training information display screen 165.
[0084] Figure 7 is the first diagram illustrating an example of the training information display screen 165. The training information display screen 165 includes a clear goal tab 165a, a historical evaluation score tab 165b, a scenario evaluation score tab 165c, and a close operation section 165d. The objective of the training game is to generate a stronger training character by training a character selected as the main character from among the characters owned by the player. As will be explained in more detail later, the training main game consists of multiple turns, and in each turn the player needs to have the main character train or participate in races.
[0085] Each character has multiple clear objectives set for them. When the clear objective tab 165a is tapped, the clear objectives set for the selected character are displayed in a list on the training information display screen 165. Each turn has a predetermined race in which the main character can participate. The clear objectives also include having the main character participate in a predetermined race in a predetermined turn and achieving a predetermined rank.
[0086] Additionally, by having the main character you are training participate in races, that character can gain fans. Each race has a set number of fans that can be gained based on the finishing position; the higher the finishing position, the more fans the character will gain. Races also have difficulty levels, and the more difficult the race, the more fans can be gained.
[0087] Here, the number of fans that can be gained by participating in a race is calculated by adding a bonus to the base number of fans determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus number of fans is calculated by multiplying the base number of fans by this correction value. The sum of this bonus number and the base number of fans is the number of fans that the main character gains. For example, if the race result is 1st place, the larger the difference between the main character and the character that came in 2nd place, the larger the correction value. Also, if the race result is between 2nd and 5th place, the smaller the difference between the main character and the character that came in 1st place, the larger the correction value.
[0088] Furthermore, the main character will activate skills during the race with a predetermined probability. The more skills activated, the greater the bonus value. In this way, each race has defined conditions for adding fans, and the number of fans gained increases depending on various race results other than finishing position, as well as the progress during the race. However, the number of fans gained by the main character will be at least equal to the base number of fans gained corresponding to their finishing position.
[0089] Note that some races have a minimum number of fans required to participate. If the main character's fan count is insufficient to meet the entry requirement, the player cannot enter the main character in that race. The more difficult the race, the more fans are required to enter. Therefore, if a race with a fan count requirement is set as one of the target races for the clear objective (hereinafter referred to as the "target race"), the main character must have acquired the required number of fans for that target race by the turn in which the target race takes place.
[0090] Furthermore, the clear objectives include gaining a predetermined number of fans by a predetermined number of turns. Other clear objectives include, for example, winning a predetermined number of times in high-difficulty races (e.g., GI races) within a predetermined number of turns. Thus, each character has multiple clear objectives set for them. By achieving the clear objectives, the player can continue the training main game until the final turn. On the other hand, if the clear objectives are not achieved, the training main game ends in that turn.
[0091] Therefore, if the main character has not acquired the required number of fans for a given race by the turn in which the race takes place, they will not be able to participate in the race. In this case, the clear objective will not be achieved, and the training game will end.
[0092] In character development games, various parameters of the main character increase with each turn, meaning that the more turns you play, the stronger the character you can create. Therefore, when playing character development games, you need to raise the parameters of your main character to be able to clear all the objectives.
[0093] In this game, the clear objectives set for each character are generally fixed, and the same objectives are set as challenges each time the training game is played. On the other hand, some characters have clear objectives that change depending on the progress of the main training game, or the player can choose their clear objectives.
[0094] Figure 8A illustrates an example of a special clear objective. For example, for a character of character type "E", the clear objective for turn 34 is to achieve a predetermined rank in one of the races selected by the player, either Race A or Race B.
[0095] Additionally, characters of character type "G" have a default clear objective of achieving a specific rank in Race C on Turn 33. However, if the main character's specific parameters fall below or exceed a threshold in a predetermined turn prior to Turn 33, the race for which the clear objective is achieved will change to Race D on Turn 34.
[0096] Additionally, for characters of type "H", an event will occur on a predetermined turn before turn 29. In this event, the race that will be the target of the clear objective will be randomly selected from races E and F on turn 29, and race G on turn 30. Furthermore, for characters of type "H", an event will occur on a predetermined turn before turn 62. In this event, the race that will be the target of the clear objective will be randomly selected from races H on turn 62, race J on turn 63, and race K on turn 64.
[0097] As described above, each character has multiple fixed and variable clear objectives. Depending on the clear objectives set for each character, the difficulty of clearing all of them will differ for each character.
[0098] Until the variable clear objective is determined, the training information display screen 165 will show that the clear objective is undecided. Once the clear objective is determined, the display on the training information display screen 165 will be updated, and the determined clear objective will be notified to the player.
[0099] Figure 8B illustrates an example of a clear objective set for a character. In the main training game, there are multiple races that the player can choose from. Each race has a difficulty level, and multiple races include races with different difficulty levels. The target races differ for each character, and the number of high-difficulty races set for each target race also differs for each character.
[0100] For example, as shown in Figure 8B, character A has four high-difficulty races, such as GI races, set as target races. Similarly, character A has three medium-difficulty races, such as GII races, two low-difficulty races, such as GIII races, and two other low-difficulty races set as target races. On the other hand, character B has one high-difficulty race, such as GI races, two medium-difficulty races, such as GII races, three low-difficulty races, such as GIII races, and three other low-difficulty races set as target races.
[0101] Furthermore, let's assume that the clear objective for all target races is to finish in first place. In this case, character A is a character that will find it more difficult to achieve all the clear objectives than character B. Note that the more difficult the race, the more fans can be earned. Therefore, character A will earn more fans than character B by achieving the clear objectives.
[0102] On the other hand, the player can enter their main character in races other than the designated races, provided they meet the entry requirements. Character B has fewer designated races than Character A. In turns when a designated race is set, the player must enter their main character in that race.
[0103] Therefore, Character B offers the player more options in each turn compared to Character A. However, to gain the same number of fans when using Character B as the main character as when using Character A, the player must voluntarily enter their main character in high-difficulty races. In this way, by varying the difficulty and number of target races for each character, different strategic thinking is required of the player, enhancing the enjoyment of the game.
[0104] Note that, as shown in Figure 8B, the number of target races for clearing objectives may vary depending on the character, but the total number of clearing objectives is the same for all characters. Therefore, for example, a character with fewer clearing objectives, such as achieving a specific finishing position in a target race, will have more clearing objectives, such as gaining a specific number of fans by a certain turn. However, the total number of clearing objectives may vary depending on the character.
[0105] Furthermore, the training information display screen 165 shown in Figure 7 allows you to check the clear objective set for the selected character. Also, when the historical evaluation score tab 165b is tapped on the training information display screen 165, information on the top 3 training characters based on evaluation scores, generated based on the selected character, is displayed on the training information display screen 165.
[0106] Figure 9 is a second diagram illustrating an example of the training information display screen 165. When the training game is completed, a training character is generated. Upon completion of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on this evaluation score. The evaluation score is calculated based on pre-set formulas, such as points calculated from the various parameters of the main character at the time of training completion, and points calculated from acquired skills. The training information display screen 165 displays information such as the rank, evaluation score, name, and registration date of the top 3 training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0107] While a detailed explanation is omitted here, the training game features multiple scenarios. The basic game specifications are common to all scenarios, but some functions differ from scenario to scenario. As shown in Figure 9, the training information display screen 165 shows the scenario selected when each training character was trained. Although not shown in the illustration, when the scenario evaluation tab 165c is tapped, the top three training characters with the highest evaluation scores are displayed separately for each scenario.
[0108] As described above, the player can select a main character on the main character selection screen 150 shown in Figure 5A while checking various information about each character. When the next operation unit 154 is tapped on the main character selection screen 150, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.
[0109] <Registering inherited characters> Figure 10A is the first diagram illustrating the inheritance character selection screen 170. Figure 10B is the first diagram illustrating the training character list screen 180. Figure 10C is the second diagram illustrating the inheritance character selection screen 170. Figure 10D 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.
[0110] Inherited characters are characters that inherit abilities, skills, and other attributes from the main character. Players can select two inherited characters from their own training characters and representative characters of other players, such as followers or friends, according to predetermined selection criteria, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inherited character in a single training game.
[0111] The inheritance character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inheritance character selection area 171a, and a second inheritance character selection area 171b. When the screen transitions from the main character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 10A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.
[0112] 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 10B, 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.
[0113] 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 10B. 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.
[0114] 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 10C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image indicating the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a.
[0115] 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 10D.
[0116] In addition, information related to the inherited characters used during training is linked and stored in the trained characters. In the first inherited character selection area 171a, information related to the inherited characters used when training the trained characters is displayed.
[0117] FIG. 11 is a diagram for explaining the inheritance line. In the breeding game, various effects are brought about, such as the values of the ability parameters and suitability parameters of the main character increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one main character, and these inherited characters are the previously generated trained characters. Therefore, even when a trained character set as an inherited character is generated, two inherited characters are set for the trained character.
[0118] As shown in FIG. 11, the main character to be trained in the upcoming training main game is regarded as the current generation. Also, for this main character, two trained characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of training of the trained characters in the first inheritance generation, two trained characters are set as inherited characters. When the trained characters in the first inheritance generation are generated, the two trained characters set as inherited characters are regarded as the second inheritance generation.
[0119] In this case, as shown in FIG. 11, the trained characters in the first inheritance generation and the second inheritance generation have an effect on the main character of the current generation. As described above, two inherited characters (first inheritance generation) are set for one main character, so a total of six trained characters will have an effect on one main character.
[0120] For example, the first inheritance group is formed by one of two first-generation inheritance characters and two second-generation inheritance characters that are inherited by this character. Similarly, the second inheritance group is formed by the other of two first-generation inheritance characters and two second-generation inheritance characters that are inherited by this character.
[0121] As shown in Figure 10D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0122] Figure 12 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the main character being trained is registered as the training character, and at this time, factor information is linked to and stored in the training character. Specifically, when the training of the training character is completed, the factors that the training character will acquire are determined by lottery. Then, factor information indicating the factors that were won in the lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factors that were won in the lottery.
[0123] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can be entered into racing games such as team racing games. In this case, the race simulation, or calculation process, is performed to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the trained characters participating. Since the factors that a character being trained possesses are not used in this calculation process, even if a character has many factors, it will not give them an advantage in the race.
[0124] The factors possessed by a character being trained only affect the main character being trained if that character is set as a successor character. The factors that a character being trained can acquire are classified into several types. Figure 12 shows the factor types as follows: basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor has one of several stages. Here, there are three factor levels: Level 1, Level 2, and Level 3.
[0125] The factor level is determined by lottery. In this case, after the factors acquired by the character being trained are determined, the factor level may be determined by lottery for each acquired factor. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factors and factor levels will be determined simultaneously.
[0126] Factor levels range from level 3 (highest effect) to level 1 (lowest effect). In the lottery that determines the factor level, the probability of winning level 3 is the lowest, and the probability of winning level 1 is the highest. However, the probability of winning a factor or a factor level may change depending on the results of the training game. In this case, for example, a training character with higher ability parameters and evaluation points may be assigned a higher factor level.
[0127] Basic ability factors increase the ability parameters of the main character. There are five basic ability factors: Speed, Stamina, Power, Tenacity, and Intelligence. The character being trained will always acquire one of the five basic ability factors. Each of the five basic ability factors corresponds to one of the five ability parameters: Speed, Stamina, Power, Tenacity, and Intelligence. For example, if a first-generation or second-generation inherited character being trained has the Speed factor, the main character's Speed ability parameter will increase.
[0128] At this time, the increase in the speed ability parameter differs depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter will increase by "7", if it is level 2, the ability parameter will increase by "13", and if it is level 3, the ability parameter will increase by "21". Therefore, if the six characters being trained, two from the first generation of inheritance and four from the second generation of inheritance, all have a speed factor of level 3, the main character's speed ability parameter will increase by a maximum of 126 (increase of 21 x 6 characters).
[0129] However, each factor has a set activation timing and activation conditions. Therefore, even if an inherited character possesses a factor, if the activation conditions are not met at the activation timing, the main character will not benefit from it.
[0130] As described above, the main training game consists of multiple turns, of which certain turns are designated as factor activation turns. For example, let's say that the 1st, 30th, and 54th turns of the main training game are designated as factor activation turns. During these factor activation turns, it is decided whether or not to activate each factor. If it is decided to activate a factor, the activation conditions for that factor are met, and the corresponding effect is brought about.
[0131] Whether or not a basic ability factor is activated is determined by a lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100%, regardless of the factor level. Also, in the 30th and 54th turns, the activation probability of a basic ability factor differs depending on the factor level. For example, in the 30th and 54th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0132] On the inheritance character selection screen 170, the increase in ability parameters during the first turn is displayed. For example, in Figure 10C, one inheritance character constituting the first inheritance group is tentatively selected. In this case, the type of ability parameter that will increase during the first turn due to the tentatively selected inheritance character, and the amount of that increase, are displayed. Here, "+63" is displayed below the Power ability parameter, indicating that the Power ability parameter will increase by 63 points during the first turn. Furthermore, the ability parameter display section 152a displays the sum of the increase values during the first turn.
[0133] Furthermore, in Figure 10D, two inheritance characters constituting the first and second inheritance groups are provisionally selected. In this case, the types of ability parameters that will increase in the first turn, and the amount of increase, are displayed for the two provisionally selected inheritance characters. Here, "+21", "+63", and "+42" are displayed below the ability parameters for Speed, Power, and Intelligence, respectively, indicating that in the first turn, the ability parameters for Speed, Power, and Intelligence will increase by 21 points, 63 points, and 42 points, respectively.
[0134] Furthermore, on the inheritance character selection screen 170, the increase in ability parameters due to inheritance characters constituting the first inheritance group and the increase in ability parameters due to inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in Figure 10D, the "+63" displayed below the power ability parameter and the "+21" and "+42" displayed below the speed and intelligence ability parameters are color-coded.
[0135] The aptitude factors shown in Figure 12 increase the aptitude parameters of the main character. There are six aptitude factors: turf factor, dirt factor, sprint factor, mile factor, middle-distance factor, and long-distance factor. The character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, sprint aptitude, mile aptitude, middle-distance aptitude, and long-distance aptitude, respectively. For example, if the first or second generation of inherited training characters includes a training character that possesses the turf factor, the aptitude parameter for turf aptitude of the main character will increase.
[0136] Furthermore, aptitude factors also have activation timings and conditions, and whether or not they activate is determined for each aptitude factor during the same factor activation turn as basic ability factors. If an aptitude factor is determined to activate, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0137] For example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are turf factor, sprint factor, and mile factor, respectively, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and middle-distance factor, respectively. In this case, the main character's turf aptitude and sprint aptitude will each increase by two levels, and their mile aptitude and middle-distance aptitude will each increase by one level.
[0138] Furthermore, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all sprint factors. In this case, the main character's turf aptitude and sprint aptitude will each increase by 3 levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf, sprint, and mile factors, respectively. In this case, the main character's turf aptitude will increase by 4 levels, and their sprint and mile aptitude will each increase by 1 level.
[0139] However, in the first turn, there is a limit to the increase in aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the main character's initial grass aptitude is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.
[0140] In contrast, in turns 30 and 54, a lottery is held to determine whether or not each aptitude factor will be activated, based on its level. For example, in turns 30 and 54, the activation probability of a level 3 aptitude factor is set to 5%, a level 2 aptitude factor to 3%, and a level 1 aptitude factor to 1%. If the activation of an aptitude factor is determined by the lottery in turn 30 or 54, the aptitude parameter corresponding to that aptitude factor will increase. Note that in turns 30 and 54, the upper limit for each aptitude is raised from A to S. Therefore, in turns 30 and 54, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.
[0141] Furthermore, the aptitude parameter display section 152b on the inheritance character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0142] Race Factors increase the ability parameters of the main character. Race Factors are available for each high-difficulty race (such as GI races) that can be entered in the main training game (hereinafter referred to as "factor-targeted races"). At the end of the training game, a lottery is held to determine whether or not the main character will acquire a race Factor for each factor-targeted race in which they came in first place. If the character wins this lottery, they will acquire a race Factor.
[0143] Furthermore, each race factor has a factor level, and the factor level is determined by lottery for each race factor that is acquired. Also, there is no upper limit to the number of race factors that a single character can acquire; a character can acquire multiple race factors.
[0144] Each race factor has a predetermined ability parameter that it increases upon activation, along with the value of that increase. For example, some race factors increase the speed ability parameter, while others increase the power ability parameter. In this case, the value of the ability parameter increase increases with higher factor levels.
[0145] Furthermore, each race factor has its own activation timing and conditions, and it is decided whether or not to activate each race factor during its activation turn. If a race factor is activated, the ability parameter corresponding to that race factor will increase. Note that race factors can only be activated during turns 30 and 54. Also, the probability of a race factor activating during its activation turn varies depending on the factor level, with higher factor levels resulting in a higher activation probability.
[0146] Character factors are unique to each character. For example, if a character that has been strengthened to a certain level is used as the main character, the character factors set for that character will be automatically assigned to the character being trained upon completion of the training game. Since only one character factor is set per character, a character being trained can acquire a maximum of one character factor. Furthermore, if a character being trained is created based on a character that has not been strengthened to a certain level, it will not acquire any character factors.
[0147] Furthermore, character factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turn turns. When a character factor is activated, a hint event set for each character factor occurs, and as mentioned above, hints for skills can be obtained.
[0148] Skill factors are awarded based on the skills acquired by the character being trained. Specifically, at the end of the training game, a lottery is held to determine whether or not the character acquires a skill factor for each skill they have acquired. If the character wins this lottery, the character is awarded a skill factor. In other words, the character being trained can acquire some or all of the skill factors corresponding to the skills they have acquired. If the acquisition of a skill factor is decided, the factor level of that skill factor is determined by a lottery.
[0149] Furthermore, skill factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. The higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event, specific to that skill factor, occurs, allowing the player to obtain hints about the skill. This allows the main character to acquire skills similar to those already acquired by inherited characters, etc.
[0150] Thus, whether or not a character acquires a skill factor depends on the range of skills already acquired by the character being trained. Therefore, the more skills a character has already acquired, the higher the probability of acquiring a skill factor. However, since the acquisition of skill factors is determined by a lottery, even if a character has acquired many skills, they may not acquire any skill factors.
[0151] In this example, the character being trained acquires skill factors in addition to the skills they have already acquired. However, it is also possible to determine the skills the main character can acquire based on the skills already acquired by the character being trained as a successor character, without introducing skill factors.
[0152] As described above, the ability parameters of the main character change significantly depending on the inheritance characters included in the deck. Furthermore, even if the character being trained has high abilities, the acquisition of factors is determined by chance, so a character with high abilities is not necessarily suitable as an inheritance character. On the other hand, even if the character being trained does not have high abilities, it may still function effectively as an inheritance character by acquiring many factors with high factor levels. Thus, by making it possible to include inheritance characters in the deck, the game offers the added interest of not only training powerful characters, but also training characters that are effective as inheritance characters.
[0153] Furthermore, in this embodiment, compatibility is determined between the main character, the first-generation inheritance character, and the second-generation inheritance character. When the characters are a compatible combination, the conditions for activating the factor become more favorable.
[0154] Figure 13A is a diagram illustrating the targets for compatibility determination, and Figure 13B is a diagram illustrating the compatibility determination items. As shown in Figure 13A, in this embodiment, seven targets for determination are provided, numbered from No. 1 to No. 7. The first target for determination (No. 1) is the current main character and the first generation of inheritance characters in the first inheritance group. The second target for determination (No. 2) is the current main character and the first generation of inheritance characters in the second inheritance group.
[0155] The third set of characters to be evaluated (No. 3) are the first generation inheritance characters in the first inheritance group and the first generation inheritance characters in the second inheritance group. The fourth set of characters to be evaluated (No. 4) are the current main character, the first generation inheritance characters in the first inheritance group, and the character of one of the second generation inheritance characters (character A) in the first inheritance group. The fifth set of characters to be evaluated (No. 5) are the current main character, the first generation inheritance characters in the first inheritance group, and the character of the other of the second generation inheritance characters (character B) in the first inheritance group.
[0156] The sixth set of characters to be evaluated (No. 6) are the current main character, the first generation character being trained in the second inheritance group, and the character being trained for one of the second generation characters in the second inheritance group (character being trained A). The seventh set of characters to be evaluated (No. 7) are the current main character, the first generation character being trained in the second inheritance group, and the other character being trained for the second generation character in the second inheritance group (character being trained B).
[0157] For each of the above-mentioned targets for evaluation, the condition is determined for each of the multiple evaluation items. Figure 13B shows an example of evaluation items. In this embodiment, the game world is set up so that the main characters that can be selected are students, and each character undergoes training at school.
[0158] Furthermore, as shown in Figure 13B, each character has pre-defined settings such as grade level, colleague status, and friendship status. The evaluation criteria include, for example, whether the two or three characters being evaluated are in the same grade, colleagues, or friends. The evaluation criteria also include whether the characters being evaluated have matching running styles, distance suitability, and track suitability.
[0159] Each evaluation criterion is associated with an expected compatibility value, and the expected compatibility values of the evaluation criteria that are met between the characters being evaluated are accumulated. Here, the expected compatibility value differs depending on the evaluation criterion, but the expected compatibility value may be the same for all evaluation criteria.
[0160] For example, when determining compatibility, the first step is to determine whether all compatibility criteria are met between the current main character (the first target of the assessment) and the first-generation inheritance character of the first inheritance group. At this time, the compatibility expectation value associated with the successful assessment criteria is accumulated and counted. In this way, the compatibility expectation value is counted sequentially from the first to the seventh target of the assessment, and finally, the activation probability of the factors is corrected based on the calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0161] Furthermore, the calculated compatibility expectation value may be used as a correction value to calculate the activation probability. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0162] Thus, since the probability of factor activation differs depending on the compatibility between the main character and the inherited character, or between the inherited characters themselves, the combination of two inherited characters will have a significant impact on the main character's development. In other words, character compatibility is an important factor when selecting inherited characters.
[0163] As shown in Figures 10B, 10C, and 10D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 10A, the compatibility mark is not displayed when no inheritance character is selected.
[0164] Furthermore, as shown in Figure 10B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting order and filter of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters.
[0165] Figure 14A is a diagram illustrating the sorting conditions. Figure 14B is a diagram illustrating the filtering conditions. Players can select and set the sorting conditions shown in Figure 14A on the display conditions setting screen. Here, players can select and set one of the following as sorting conditions: evaluation score, factor, number of skills, name, track suitability, registration date, running style suitability, compatibility level, distance suitability, or memo. Once the sorting conditions are set, the training character list screen 180 is displayed. At this time, the display order of the training character icons 182 on the training character list screen 180 is changed according to the sorting conditions.
[0166] Furthermore, players can select and set filtering conditions as shown in Figure 14B on the display conditions setting screen. Here, the filtering conditions include basic ability factors, aptitude factors, and compatibility levels. When basic ability factors or aptitude factors are set as filtering conditions, only training characters possessing the factors selected by the player will be displayed on the training character list screen 180.
[0167] At this time, the player can set the factor level. For example, if the factor level is set to level 3 and filtering is performed, only the training characters that have factors with a factor level of 3 among the factors selected by the player will be displayed on the training character list screen 180. The player can also filter the training characters by choosing whether the training character itself has the factor, or whether the inherited character of the training character has the factor.
[0168] Furthermore, players can filter by compatibility level. Here, it's possible to narrow down the list to characters with excellent compatibility (◎), characters with good compatibility (〇), and even characters with moderate compatibility (△). In this way, sorting and filtering by various conditions is possible, improving convenience for players.
[0169] Furthermore, in the character training list screen 180 shown in Figure 10B, if a character training icon 182 is long-pressed, detailed information about the character training corresponding to the character training icon 182 will be displayed.
[0170] Figure 15 is the first diagram illustrating the character details dialog 185A. Figure 16 is the second diagram illustrating the character details dialog 185A. Figure 17 is the third diagram illustrating the character details dialog 185A. The character details dialog 185A displays detailed information about the character being trained. At the top of the character details dialog 185A, the ability parameter display area 186, which shows the ability parameters of the character being trained, is displayed.
[0171] In the upper left of the ability parameter display area 186, an icon indicating the base character for the character being trained, the character's evaluation score, and training rank are displayed. In the upper right of the ability parameter display area 186, there is a title change button 186a and a memo input button 186b. When the title change button 186a is tapped, a title list screen (not shown) is displayed. The title list screen displays a list of titles acquired by the character being trained. In the main training game, there are many titles available, and acquisition conditions are set for all of them.
[0172] In the training-focused game, titles are assigned to training characters once the acquisition conditions are met. Players can select one of the titles a training character has acquired and set it for that character. Players can change the title set for a training character on the title list screen. To the left of the title change button 186a, the currently set title (in this case, Legend) is displayed.
[0173] Examples of conditions for acquiring a title include the main character gaining a certain number of fans, having ability parameters or aptitude parameters above a certain value, acquiring a certain skill, winning a certain number of races, or achieving a certain finishing position (e.g., 1st place) in a specific race.
[0174] Additionally, when the memo input button 186b is tapped, a text input screen (not shown) is displayed. On this screen, you can input up to nine characters, such as hiragana, katakana, numbers, or Roman letters. The text entered on this screen is stored as a memo and linked to the character being trained. If a memo is stored for the character being trained, the memo (in this case, abcdefg) is displayed to the left of the memo input button 186b.
[0175] Furthermore, the sorting criteria for the training character icons 182 on the training character list screen 180 include the above memo. Therefore, by registering memos associated with training characters, players can more easily search for training characters to use as inherited characters.
[0176] Furthermore, below the ability parameter display area 186, the aptitude information display area 187 is displayed. The aptitude information display area 187 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.
[0177] Below the aptitude information display area 187, a various information display area 188 is displayed. The various information display area 188 includes a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d. When the skill display tab 188a is tapped, the skills acquired by the training character are displayed in the various information display area 188, as shown in Figure 15. Also, when the inheritance information display tab 188b is tapped, the inheritance information of the training character is displayed, as shown in Figure 16.
[0178] The various information display fields 188 show inheritance information based on the training character that can be set as an inheritance character and the inheritance character used to train that training character. The inheritance information includes information on the inheritance character used to train the training character, the factor information of the training character, and the factor information of the inheritance character. Here, the inheritance information is displayed in a list for each training character.
[0179] Specifically, the factor information associated with the character being trained, and the factor information associated with the inheriting character of that character, are displayed for each character. Therefore, by scrolling the various information display fields 188 vertically, the player can check the factor information that each of the three characters possesses.
[0180] In the various information display area 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors in red, and character factors in green. In addition, race factors and skill factors are displayed in white in the various information display area 188. Furthermore, stars indicating the factor level are superimposed on each factor's information.
[0181] Furthermore, when the training information display tab 188c is tapped, the training information of the training character is displayed, as shown in Figure 17. The training information includes the type of support card used when training the character, the characters of the first and second generation of inheritance, the individual race results in the training game, and the evaluation score.
[0182] In this way, the character details dialog 185A allows the player to check various information about the character being trained. Therefore, it is easier for the player to understand the information linked to the inherited character to be included in the deck, improving the player's convenience.
[0183] Furthermore, in the character details dialog 185A, when the close operation button 188d is tapped, the character details dialog 185A is closed and the training character list screen 180 is displayed on the display 26. Also, as shown in Figures 10A, 10B, 10C, and 10D, a skill display button 172 is provided in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. When the skill display button 172 is tapped, a list of skills that can be acquired by the training character currently selected as the inheritance character is displayed.
[0184] Figure 18 illustrates the skill display dialog 185B. The skill display dialog 185B displays icons corresponding to skills and a skill description display field 189 that shows the content of the skills. The skills displayed in this skill description display field 189 are a list of all skills that the main character may acquire if the currently selected training character is used as an inheritance character.
[0185] In other words, the skill display dialog 185B displays a list of information regarding skills associated with the character factors or skill factors possessed by the character being trained. As shown in Figure 10C, when the skill display button 172 is tapped while one character being trained is selected as the inheritance character, the skills associated with the character factors and race factors possessed by this character being trained (inheritance character) are displayed in the skill display dialog 185B.
[0186] On the other hand, as shown in Figure 10D, if the skill display button 172 is tapped while two training characters are selected as inheritance characters, the skills associated with the character factors and race factors of each of the two training characters (inheritance characters) will be displayed in the skill display dialog 185B.
[0187] As described above, in this embodiment, the character details dialog 185A displays a list of inheritance information (factor information) for each training character that can be set as an inheritance character. In addition, the skill display dialog 185B displays a list of information (skills) associated with the inheritance information (factor information). At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training characters that can be set as inheritance characters and the inheritance characters used to create the training characters. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0188] Here, the skill display dialog 185B is designed to show skills that can be acquired through the activation of factors. However, the skill display dialog 185B may also display factor information that provides hints about skills, rather than information about the skills themselves. In any case, inheritance information (factor information) is classified into multiple types (factor types), and the skill display dialog 185B should display inheritance information classified into a predetermined type (character factors and race factors), or information linked to the inheritance information (information about skills). Thus, it can be said that the skill display dialog 185B displays information related to the extracted inheritance information after some of the inheritance information has been extracted.
[0189] Then, once the two training characters are in a provisional selection state, the Next Operation Unit 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Unit 154 is tapped, the provisionally selected training characters are provisionally registered in the deck as inheritance characters, and the Support Card Formation Screen 190, described later, is displayed.
[0190] Furthermore, the player must select two characters to be trained as inheritance characters on the inheritance character selection screen 170. 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 10A and 10C, 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.
[0191] <Register your support card> Figure 19A 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 19A 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.
[0192] 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.
[0193] 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.
[0194] Figure 19B 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 19A, the support card selection screen 200 shown in Figure 19B 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.
[0195] 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.
[0196] Figure 20A is a diagram illustrating the support card table. As shown in Figure 20A, 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.
[0197] 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.
[0198] 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.
[0199] 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.
[0200] 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.
[0201] Figure 20B is a diagram illustrating the support effect table. As shown in Figure 20B, the support effect table stores the support effects for each type of support card held by the player.
[0202] 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.
[0203] Figure 20C is a diagram illustrating the possessed skills table. As shown in Figure 20C, 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.
[0204] Figure 20D is a diagram illustrating the support event table. As shown in Figure 20D, 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 main training game. When a support event occurs, the values of various stats in the main training game may increase or decrease.
[0205] 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.
[0206] Figure 19C 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 19C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 19A.
[0207] Furthermore, when the return operation unit 153 is operated on the support card formation screen 190, the inheritance character selection screen 170 shown in Figure 10D is displayed on the display 26. Also, as shown in Figure 19C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 (Figure 21A) is displayed.
[0208] Figure 21A is a diagram illustrating the final confirmation screen 205. Figure 21B is a diagram illustrating the preset selection screen 205A. The final confirmation screen 205 displays the main character selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and the support cards. The final confirmation screen 205 also displays the preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0209] Here, a preset is reservation information for a race in which the main character will participate in the training-focused game. The player can create a preset by selecting any race from all available races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in Figure 21B is displayed.
[0210] The preset selection screen 205A displays preset load buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset load buttons 206a and then tapping the select control 206c. When the select control 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, if the cancel control 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0211] Furthermore, if the cancel operation button 205c is tapped on the final confirmation screen 205, the support card arrangement screen 190 will be displayed. On the other hand, if the start operation button 205b is tapped, the game screen 210 (Figure 25A) will be displayed on the display 26.
[0212] <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.
[0213] Figure 22 is the first diagram illustrating the character identification information table. Figure 23 is the second diagram illustrating the character identification information table. Figure 22 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 23 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.
[0214] 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.
[0215] In this embodiment, as shown in Figure 22, "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.
[0216] Also, when a support card is selected by the player's operation, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.
[0217] Further, when information related to the main character and the support card is registered in the character identification information table, information related to the specific character is registered. At this time, as shown in FIGS. 22 and 23, regardless of the types of the registered main character and support character, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters.
[0218] <Initial setting of 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 it will be described in detail later, in the breeding game, it is necessary to play a battle game using the characters registered as team members. Also, when the characters registered as sub-members satisfy certain conditions, the characters are registered as team members.
[0219] 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. 22, "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. 23, "Character E", "Character F", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members.
[0220] In the character identification information table, among the characters or support cards (support characters) held by the player, characters that are not registered as team members are registered as sub-members. Here, all of the remaining characters among the predetermined characters that are not registered as team members, or some of the characters selected by lottery, may be registered as sub-members.
[0221] Here, it is assumed that support characters and specific characters are registered as team members from the beginning of the start of the main breeding game. However, support characters and specific characters may be registered as sub-members at the start of the main breeding game and then registered as team members at a predetermined timing.
[0222] In this way, when information (initial character identification information) related to team members and sub-members is stored in the character identification information table, the preparation stage process ends.
[0223] <Breeding stage process> When the preparation stage process ends, the breeding stage process starts. In the breeding stage process, it becomes possible to breed the main character and the characters registered as team members. Hereinafter, for the sake of easy understanding, first, the basic flow of the main breeding game will be described.
[0224] FIG. 24 is a diagram for explaining a 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. 24, the breeding game is composed of the 1st turn to the 60th turn, and has a gameplay in which various parameters are updated according to the player's selection result in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.
[0225] FIG. 25A is a first diagram for explaining the game screen 210. FIG. 25B is a second diagram for explaining the game screen 210. When the game transitions to the training stage process, the game screen 210 shown in FIGS. 25A and 25B is displayed on the display 26. At the upper part of the game screen 210, a physical strength display section 211 and a condition display section 212 are displayed. The main character has a parameter of "physical strength". The parameter of "physical strength" is mainly used for calculating the failure rate, which is the probability of failure in the training described later. The physical strength display section 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".
[0226] In addition, the main character has a parameter of "condition". The condition display section 212 is displayed so that the "condition" of the current main character can be visually grasped in multiple stages (five stages: extremely poor condition, poor condition, normal condition, good condition, and excellent condition). The higher the parameter of "condition", the more advantageous the race development of the main character, and the greater the increase value of the ability parameter by training.
[0227] In addition, as shown in FIGS. 25A and 25B, at the central part of the game screen 210, an image of the main character, a status display section 213, and a skill point display section 214 are displayed. In the status display section 213, the status of the current main character is shown numerically and in 16 ranks (G + 、F、F + 、E、E + 、D、D + 、C、C + 、B、B + 、A、A + 、S、SS、SS + ). Specifically, in the present embodiment, numerical values and ranks of each ability parameter of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" are displayed. In addition, in the skill point display section 214, the remaining amount of the skill points possessed by the main character in the training game is shown numerically.
[0228] Furthermore, as shown in Figures 25A and 25B, 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.
[0229] 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 24, the selectable options for each turn are pre-set.
[0230] When the "Rest" option is selected, your stamina recovers, and when the "Going Out" option is selected, your condition improves. Also, when the "Training" option is selected, you can perform the training described later, and when the "Race" option is selected, you can enter your main character in a personal race. Once the game result is determined by selecting one of these options ("Rest," "Training," "Going Out," or "Race"), the current turn ends and the game moves on to the next turn.
[0231] In this embodiment, there are turns, such as the 20th, 30th, 35th, 57th, and 59th turns shown in Figure 24, 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 25B, 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.
[0232] 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.
[0233] Figure 26A is the first diagram illustrating the training screen 220. Figure 26B 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.
[0234] As shown in Figure 26A, 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.
[0235] 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 26A shows the power control unit 223 in a provisionally selected state. Figure 26B shows the stamina control unit 222 in a provisionally selected state.
[0236] 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.
[0237] 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.
[0238] 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 26A, 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 26B, the stamina operation unit 222 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 213.
[0239] 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.
[0240] Furthermore, as shown in Figure 26B, 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.
[0241] Figure 26C illustrates the training result notification screen 220a. When any of the tentatively selected operation units 221 to 225 are 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.
[0242] 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.
[0243] Here, the value of the ability parameter that increases upon successful training, as displayed in the status display unit 213 in Figure 26A or Figure 26B, 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.
[0244] 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).
[0245] Also, the content of the penalty may be determined according to the training item. For example, when the speed training fails, the value of the speed ability parameter may decrease, and when the power training fails, the value of the power ability parameter may decrease. Also, for some training items (e.g., wisdom), even if the training fails, it can be set that no penalty is imposed.
[0246] Figure 26D is a diagram for explaining the event screen 220b. When the display of the training result notification screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that there may be cases where a plurality of events occur during one turn.
[0247] For example, when a hint event occurs, a skill hint can be obtained. When a skill hint is obtained, the player can consume skill points to acquire a skill. A plurality of types of skills are provided, and a predetermined ability may be activated for each skill. Each skill has activation conditions and effects defined respectively, and when each activation condition is satisfied, a predetermined effect is activated. The skill may be activated during the execution of the individual race and team race described later.
[0248] The events include events for acquiring skills, events for recovering physical strength, events for decreasing physical strength, events for increasing ability parameters, events for decreasing ability parameters, events for increasing form, events for decreasing form, etc. Although details will be described later, the events include events predetermined for each turn and events that occur when winning in a predetermined lottery. Also, when all the occurred events end, the game screen 210 related to the next turn is displayed.
[0249] Figure 27A is the first diagram illustrating the inheritance event. Figure 27B is the second diagram illustrating the inheritance event. Figure 27C is the third diagram illustrating the inheritance event. Figure 27D is the fourth diagram illustrating the inheritance event. In the factor activation turn described above, the inheritance event occurs at the start of the turn. This inheritance event is a scenario-common event, which will be described later, and will always occur in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 30th turn, and the 54th turn are set as factor activation turns, but here we will explain the case in which the inheritance event occurs in the 30th turn.
[0250] When turn 30 begins, the main character and an operation button labeled "Touch" are first displayed on event screen 220b, as shown in Figure 27A. When the operation button displayed on event screen 220b is tapped, an animated image including the main character and two inherited characters is displayed, as shown in Figure 27B. When the operation button is tapped, a lottery is held to determine whether or not to activate all factors possessed by the six training characters, a total of six characters from the first and second generations of inheritance.
[0251] Then, as shown in Figure 27C, the factors that were selected through a lottery to be activated and decided to be activated are displayed. Subsequently, as shown in Figure 27D, the type of ability parameter or aptitude parameter that will increase due to the activation of the factor, and the amount of increase are displayed, and the parameters are updated. When the inheritance event ends, the game screen 210 shown in Figure 25A is displayed, and the player can select one of the items. At this time, the status display unit 213 has the increase values of the ability parameters and aptitude parameters displayed in the inheritance event added to it.
[0252] Figure 28A is the first diagram illustrating the skill screen 230. Figure 28B 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 28A is displayed on the display 26.
[0253] 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.
[0254] Additionally, the skills displayed on the skill screen (230) show the activation conditions and effects of each skill when activated.
[0255] 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.
[0256] Based on the player's actions, when a player acquires a skill by spending skill points, as shown in Figure 28B, 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.
[0257] Figure 29A 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 29A is displayed. Individual races are a game where the main character races against so-called non-player characters (hereinafter referred to as NPCs).
[0258] At the top of the personal race selection screen 240, the stamina display section 211 and the condition display section 212 are displayed. In the center of the personal race selection screen 240, the personal race selection control section 241 is displayed for selecting the race type in which the main character will participate. At the bottom of the personal race selection screen 240, the start control section 242 labeled "Start" is displayed. The races that can be selected using the personal race selection control section 241 on the personal race selection screen 240 are pre-set for each turn.
[0259] Furthermore, each race has pre-set entry conditions, and players can only enter their main character in races where the entry conditions are met. As mentioned above, some races have a specified number of fans as an entry condition. For races where the specified number of fans is not met, the entry conditions are displayed on the personal race selection control unit 241, as shown in Figure 29A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the personal race selection screen 240.
[0260] Figure 29B is a diagram illustrating the individual race start screen 250. When the race event of the 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 29B 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.
[0261] 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".
[0262] 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).
[0263] Figure 29C is the first diagram illustrating the individual race results screen 260. Figure 29D is the second 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. On the individual race results screen 260, as shown in Figure 29C, the finishing order of the main character in that individual race is displayed. Also, on the individual race results screen 260, as shown in Figure 29D, the current class of the main character is displayed.
[0264] In this embodiment, the main character is classified into classes according to the number of fans acquired. Each class has a set range of fan counts, and the main character is classified into one of eight classes based on the number of fans. The individual race results screen 260 displays the number of fans acquired in the current individual race, as well as the cumulative number of fans acquired by adding the newly acquired fans to the number of fans acquired previously. The current class corresponding to the cumulative number of fans is also identified and displayed.
[0265] Figure 30A 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 30A 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.
[0266] 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.
[0267] Figure 30B 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.
[0268] 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.
[0269] 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.
[0270] Figure 30C 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 30C 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.
[0271] As shown in Figure 30C, 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.
[0272] Furthermore, as shown in Figure 30C, 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.
[0273] Figure 30D 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.
[0274] Then, when the display of the team race interim results screen 300 in Figure 30D ends, the team race start screen 290 for the next race (for example, the "short distance" race) is displayed, and thereafter, the display of the team race start screen 290 and the team race interim results screen 300 is carried out sequentially in the same manner as above until all five types of races are completed.
[0275] Figure 31A 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 31A, we show the case where there are 3 wins and 2 losses in each race.
[0276] Figure 31B is the first diagram illustrating the team race overall results screen 320. When the win / loss result display unit 311 finishes displaying, 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 31A, 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.
[0277] 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.
[0278] 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.
[0279] Figure 31C is a second diagram illustrating the team race detailed results screen 310. Here, as shown in Figure 31C, the case where there are 2 wins and 3 losses in each race is shown. Figure 31D is a second diagram illustrating the team race overall results screen 320. As shown in Figure 31C, 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 race.
[0280] 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.
[0281] 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.
[0282] Figure 32 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.
[0283] The turn start processing includes the following steps, as shown in Figure 32: "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." While various other processes are executed during the turn start processing, only the processes shown in Figure 32 will be explained in detail here.
[0284] <Process to determine whether or not to assign team members> Figure 33 is a diagram illustrating the placement / non-placement table. As shown in Figure 33, 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 33, by referring to the character identification information table shown in Figure 22 or Figure 23 described above.
[0285] Specifically, as shown in Figure 33, 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. For team members registered as "specific character" but not as "support character" in their character identification information, "place" is selected with a 60% probability.
[0286] 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.
[0287] 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.
[0288] <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."
[0289] 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 pre-set training items for each character without a lottery. Furthermore, a lottery may be held to make it more likely that the character will be assigned to their specialty training (see Figure 20A). 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.
[0290] <Process to determine the increase value of ability parameters> Figure 34A is a diagram illustrating the training level table. As shown in Figure 34A, 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."
[0291] 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.
[0292] 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.
[0293] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the "Speed" and "Power" ability parameters increase.
[0294] Additionally, if "Stamina" training is performed and successful, the values of the "Stamina" and "Spirit" ability parameters will increase.
[0295] Additionally, if "Power" training is performed and successful, the values of the "Stamina" and "Power" ability parameters will increase.
[0296] Additionally, if "Spirit" training is performed and successful, the values of the "Speed," "Power," and "Spirit" ability parameters will increase.
[0297] Additionally, if "Wisdom" training is performed and successful, the values of the "Speed" and "Wisdom" ability parameters will increase.
[0298] 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.
[0299] Figure 34B illustrates the table for increasing fixed values (speed). Figure 34C illustrates the table for increasing fixed values (power). Specifically, Figure 34B shows the increasing fixed values when the training item is "Speed". Figure 34C shows the increasing fixed values when the training item is "Power".
[0300] As shown in Figures 34B and 34C, 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 34B and 34C, the ability parameters are set to increase more significantly as the training level increases.
[0301] Although not described here, tables showing the fixed increases in each of the following training items are also provided: "Stamina," "Spirit," and "Wisdom."
[0302] In addition to the fixed increase values mentioned above, the bonus addition rate is determined based on the characters assigned to each training item and the character identification information table shown in Figure 22 or Figure 23.
[0303] Figure 34D 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.
[0304] Specifically, as shown in Figure 34D, 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).
[0305] 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.
[0306] 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.
[0307] 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.
[0308] 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.
[0309] 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.
[0310] <Process to determine the appearance event> Figure 35 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 special events set for each main character, support events, and team member events. Each scenario has predetermined scenario events, special events, support events, and team member events that may occur during the main training game.
[0311] 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.
[0312] 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.
[0313] 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.
[0314] 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.
[0315] As mentioned above, character-specific events are events that are pre-set for each character. In the main training game, character-specific events will appear for the character that the player registered as their main character during the setting game, i.e., the preparation stage.
[0316] 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.
[0317] 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.
[0318] Thus, the appearance or absence of scenario events is determined based on the scenario. Similarly, the appearance or absence of dedicated events, support events, and team member events is determined based on the main character, support card, and team member, respectively. In short, event types are categorized by the information referenced when determining whether or not an event will appear.
[0319] 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.
[0320] 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.
[0321] Here, scenario events include hint events, ability events, aptitude events, and story events. Dedicated events 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 35 is merely an example. Therefore, for example, dedicated events may include story events or training events.
[0322] Figure 36 illustrates the relationship between event type and turn count. Figure 36 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.
[0323] 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.
[0324] 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.
[0325] 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.
[0326] 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.
[0327] 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.
[0328] 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.
[0329] 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 36, 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.
[0330] 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.
[0331] In this case, at the start of turn 12, a lottery is held to determine whether or not to make the scenario event appear. If the lottery is successful, the scenario event with event ID=0010 will appear; otherwise, the scenario event will not appear.
[0332] 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.
[0333] 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.
[0334] 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.
[0335] 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.
[0336] 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.
[0337] 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.
[0338] 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.
[0339] 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.
[0340] 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.
[0341] 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.
[0342] 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.
[0343] Furthermore, according to the event determination table, special events 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 a special event will appear, and which special event will appear, will be determined by lottery in turns 3 through 7, 9, 11, and 12.
[0344] Here, the exclusive events differ for each character. Furthermore, the relationship between the number of turns and the exclusive events that appear is set for each character. Therefore, the turns in which exclusive events appear, and the exclusive events that appear in each turn, will differ depending on the character registered as the main character.
[0345] Furthermore, as shown in Figure 36, 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.
[0346] 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.
[0347] Specifically, when the "appearance" of a support event is determined, the event IDs of support events that can appear 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.
[0348] The extracted event IDs may include event IDs of support events linked to registered support cards and event IDs of support events not linked to registered support cards. In this case, the probability of winning an event ID of a support event linked to a registered support card will be set higher in the lottery table than the probability of winning an event ID of a support event not linked to a registered support card. As a result, support events linked to registered support cards will have a higher probability of appearing than other support events.
[0349] Thus, in each turn, the probability of a support event appearing is not affected by the registered support cards, but the content of the support event that appears is affected by the registered support cards.
[0350] However, the probability of a support event occurring, or the content (type) of the support event that occurs, may change depending on the registered support card. In other words, the number of events that occur or their probability during the main training game may differ depending on the registered support card.
[0351] Furthermore, in each turn, the appearance or absence of team member events is determined by lottery. The team member events determined by lottery are limited to training events. The training events will be described in detail below.
[0352] Figure 37A is a third diagram illustrating the game screen 210. Figure 37A shows the case where a special training event occurs during the current turn. In this case, as shown in Figure 37A, an event notification display 227 is displayed on the training operation section 216 of the game screen 210.
[0353] Figure 37B is a third diagram illustrating the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26. If a special training event occurs corresponding to a character displayed on the placement character icon 228 of the training screen 220, an event notification display 227 is displayed on the placement character icon 228 of the corresponding character.
[0354] Furthermore, as shown in Figure 37B, a bond gauge 228a and a special icon 228b are displayed for each character placement icon 228 of the characters placed in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually displays the value of the bond parameter.
[0355] Furthermore, special icon 228b indicates the number of training events performed for the corresponding team member character. As will be explained in more detail later, special icon 228b is displayed in a manner corresponding to the number of training events that have been performed for the character of placement character icon 228 on which special icon 228b is displayed.
[0356] Figure 38A 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 38A. Hereafter, team members for whom a training event has been decided will also be referred to as training target team members.
[0357] Specifically, as shown in Figure 38A, the probability of executing 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.
[0358] Figure 38B 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") and the number of team members for whom the training event has been decided.
[0359] As shown in Figure 38B, 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.
[0360] 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.
[0361] 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 38B, an indication display a will be shown to suggest that a training event has already been executed with the "Great Success" execution pattern.
[0362] 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.
[0363] Furthermore, as shown in Figure 37B, 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.
[0364] Figure 38C is a diagram illustrating 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 to 39, compared to when it is 0 to 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 to 39.
[0365] Figure 39A 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 39A, 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.
[0366] Figure 39B 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 39B, 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.
[0367] Figure 40A is a diagram illustrating the fixed increase value (training target) table. When the training event described above is executed, the training event determines the value by which the ability parameter of the training target team member will increase (fixed increase value). Here, as shown in Figure 40A, a range of values (fixed increase value) for which the ability parameter of the training target team member will increase is set according to the type of training performed. Here, a value (fixed increase value) within the range set in Figure 40A is determined by lottery.
[0368] Figure 40B 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 due to the training event. Here, as shown in Figure 40B, 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.
[0369] 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.
[0370] As described above, when a special training event occurs, the ability parameters of the main character and the team member being trained will increase. Furthermore, if the main character or the team member being trained is a specific character, a predetermined rate may be added to the fixed increase or bonus increase. In other words, if the main character or the team member being trained is a specific character, their ability parameters will increase more significantly than if they were not.
[0371] As described above, in this training-focused game, players can increase the number of team members as turns progress. Furthermore, players can increase the ability parameters of the main character and team members as turns progress. Ability parameters increase through successful training or the appearance of various events. As mentioned above, during training, if a specific character is assigned to a training item, a bonus value is added.
[0372] While I won't go into detail here, if your main character or support character is a specific character, a predetermined bonus value will be added when ability events occur. Therefore, players can gain an advantage in the main training game by registering specific characters as their main or support characters.
[0373] Furthermore, if a specific character is included in the team members, a specific character event will occur during branching turns. Therefore, players can broaden their choices in the game and enhance the enjoyment of the game by registering specific characters as main or support characters.
[0374] In the training game described above, the game ends when all turns are completed. Also, if a character fails to achieve their individual goals during the training game, the game ends at that point.
[0375] 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.
[0376] 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 races in team competition games or other racing games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.
[0377] 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.
[0378] Figure 41A is the first diagram illustrating the training completion screen 330. Figure 41B is the second diagram illustrating the training completion screen 330. Figure 41C is the third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in Figure 41A. The training completion screen 330 first displays the training rank of the trained character, and then displays the evaluation score as shown in Figure 41B.
[0379] Furthermore, after a predetermined time has elapsed since the evaluation score was displayed, the training completion screen 330 displays the training character's ability parameters, aptitude parameters, and acquired skills, as shown in Figure 41C. At this time, the training completion screen 330 is provided with a close operation button 331. When the close operation button 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.
[0380] When the training game ends, a lottery is held to determine which factors the main character will acquire, and this factor information is linked to and stored in the training character's memory. Although not shown in the diagram, on the training completion screen 330, the player can display the factor information acquired by the training character.
[0381] The training characters generated as described above can participate in various races other than the training game. In this embodiment, the racing games in which the training characters can participate include team competition games, practice matches, room matches, daily races, and event races.
[0382] (Team competition game) Figure 42A is a diagram illustrating the race game selection screen 400. Figure 42B is a diagram illustrating the team competition game screen 400A. When the race game selection control unit 102d is tapped, the race game selection screen 400 shown in Figure 42A is displayed. The race game selection screen 400 displays the team competition game selection control unit 401a, the practice race selection control unit 401b, the daily race selection control unit 401c, and the race event selection control unit 401d.
[0383] When the team competition game selection control unit 401a is tapped, the team competition game screen 400A shown in Figure 42B is displayed. The team competition game screen 400A displays the team formation selection control unit 403, the team competition game start control unit 404, and the return control unit 405. When the return control unit 405 is tapped, the screen transitions to the race game selection screen 400 shown in Figure 42A. When the team formation selection control unit 403 is tapped, the team formation screen 410 is displayed on the display 26.
[0384] Figure 42C is a diagram illustrating the team formation screen 410. On the team formation screen 410, the player can form a team to be used in the team competition game. The team competition game includes five types of races: short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Each race is conducted in a competition format between the team formed by the player (hereinafter referred to as the player team) and the opposing team selected by the player (hereinafter referred to as the opposing team). In all five types of races, the team to which the character being trained belongs, which comes in first place, wins. The player wins if the number of wins of the player team is greater than the number of wins of the opposing team.
[0385] On the team formation screen 410, players can create teams for short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Each team can have a maximum of three training characters registered. Players can register their own trained characters to a team. Hereafter, trained characters registered to a team will be referred to as registered characters.
[0386] As shown in Figure 42C, the team formation screen 410 displays character icons 411 corresponding to the registered characters for each team. When a character icon 411 is tapped, the registered character corresponding to the tapped character icon 411 is temporarily selected, and the training character list screen 420 is displayed on the display 26.
[0387] Figure 42D is a diagram illustrating the character training list screen 420. On the character training list screen 420, the player can select a registered character. Specifically, the top of the character training list screen 420 displays an image of the character being trained in the provisional selection state, as well as an ability parameter display area 421. The ability parameter display area 421 displays the ability parameters of the character being trained in the provisional selection state.
[0388] Additionally, below the ability parameter display area 421, training character icons 422 corresponding to the training characters owned by the player are displayed. When a training character icon 422 is tapped, the training character corresponding to the tapped training character icon 422 is temporarily selected. In this way, when the temporarily selected training character is changed, the display in the ability parameter display area 421 is also changed simultaneously.
[0389] The character training list screen 420 is provided with a confirmation operation unit 423. When the confirmation operation unit 423 is tapped after a training character different from the registered character has been tentatively selected on the character training list screen 420, the registered character is changed. When the registered character is changed, the team formation screen 410 shown in Figure 42C is displayed. At this time, the team formation screen 410 displays a character icon 411 corresponding to the changed registered character.
[0390] The team formation screen 410 is provided with a confirmation operation unit 412. When the registered character has not been changed, the confirmation operation unit 412 is displayed in gray, as shown in Figure 42C. In this state, operations on the confirmation operation unit 412 are disabled. On the other hand, when the registered character has been changed, operations on the confirmation operation unit 412 become enabled. When the confirmation operation unit 412 accepts an operation, the change of the registered character is confirmed.
[0391] Furthermore, a return operation button 405 is provided on the team formation screen 410 and the character training list screen 420. When the return operation button 405 is tapped on the team formation screen 410, the team competition game screen 400A shown in Figure 42B is displayed. However, if the registered character has been changed and the return operation button 405 is tapped on the team competition game screen 400A, the change to the registered character will be discarded. Therefore, in this case, the team formation screen 410 will be displayed without the registered character being changed.
[0392] Furthermore, when the return operation unit 405 is tapped on the character training list screen 420, the character training list screen 420 shown in Figure 42C is displayed. Note that if the registered character has been changed and the return operation unit 405 is tapped on the character training list screen 420, the change to the registered character is discarded. Therefore, in this case, the registered character remains unchanged, and the team formation screen 410 is displayed.
[0393] Furthermore, if the character icon 411 is pressed and held on the team formation screen 410, and if the training character icon 422 is pressed and held on the training character list screen 420, the character details dialog 185A will be displayed on the display 26.
[0394] Furthermore, in the team competition game screen 400A shown in Figure 42B, when the team competition game start operation unit 404 is tapped, the opposing team selection screen 440 is displayed. As will be explained in more detail later, when the team competition game start operation unit 404 is tapped, the opposing teams are extracted from the server 1000.
[0395] Figure 43A is a diagram illustrating the opponent team selection screen 440. The opponent team selection screen 440 displays opponent team icons 441 corresponding to the opponent teams. In this case, three opponent teams are extracted from server 1000. Therefore, three opponent team icons 441 are displayed on the opponent team selection screen 440. The opponent team icons 441 show the team's overall evaluation score and the rank corresponding to the overall evaluation score. The overall evaluation score is calculated by summing the evaluation scores and various aptitudes of all registered characters made up of the team.
[0396] On Server 1000, opposing teams are selected based on the overall score of the currently set player teams. Here, one team is selected from each of the following: a team with a score higher than the player team's overall score within the first range (e.g., +8000 to +10000 points), a team whose difference from the player team's overall score is within the second range (e.g., -2000 to +2000 points), and a team with a score lower than the player team's overall score within the third range (e.g., -8000 to -10000 points). Note that the teams selected as opposing teams at this time are the teams that other players have currently set as their own player teams.
[0397] Additionally, the opposing team icon 441 displays character images of the leaders of the five teams corresponding to each of the five race types. In the team formation screen 410, the registered character corresponding to the character icon 411 displayed at the top of each team becomes the leader.
[0398] Furthermore, a reload operation section 442 is provided at the bottom of the opponent team selection screen 440. When the reload operation section 442 is tapped, the server 1000 extracts the three opponent teams again, and the opponent team icons 441 are changed. When the return operation section 405 is tapped on the opponent team selection screen 440, the team competition game screen 400A shown in Figure 42B is displayed. Then, when any of the opponent team icons 441 are tapped on the opponent team selection screen 440, the start confirmation screen 450 is displayed.
[0399] Figure 43B is a diagram illustrating the start confirmation screen 450. The start confirmation screen 450 displays team icons 451 indicating the characters participating in each of the five types of races: short-distance races, mile races, middle-distance races, long-distance races, and dirt races. Team icons 451 are provided for both the player team and the opposing team. In this example, the player team's team icon 451 is displayed on the left side of the start confirmation screen 450, and the opposing team's team icon 451 is displayed on the right side of the start confirmation screen 450.
[0400] Furthermore, a return operation unit 405 and a start operation unit 452 are provided at the bottom of the start confirmation screen 450. When the return operation unit 405 is tapped, the team competition game screen 400A shown in Figure 42B is displayed. However, even after the screen transitions to the team competition game screen 400A, the player cannot cancel the opponent team they have selected. Therefore, when the return operation unit 405 is tapped on the start confirmation screen 450, the opponent team is saved. Then, with the opponent team saved, when the team competition game start operation unit 404 is tapped on the team competition game screen 400A, the start confirmation screen 450 shown in Figure 43B is displayed again.
[0401] When the start operation unit 452 is tapped on the start confirmation screen 450, the results list screen 460 is displayed.
[0402] Figure 43C is the first diagram illustrating the results list screen 460. Figure 43D is the second diagram illustrating the results list screen 460. In the results list screen 460, as in the start confirmation screen 450, team icons 451 are displayed for each race event, and the team icon 451 of the race for which the race results are to be displayed is highlighted. In Figure 43C, the team icon 451 of the first race, which is displayed at the very top, is highlighted.
[0403] At the bottom of the results list screen 460, there is a race video playback selection section 461 and a results display selection section 462. When the race video playback selection section 461 is tapped, the race video of the highlighted race is played. When the race video playback ends, it is displayed whether the player team won or lost, as shown in Figure 43D. When the results display selection section 462 is tapped, the race video is not played, and only the race results are displayed, as shown in Figure 43D. When the race results are displayed, the team icon 451 shows the finishing order of each registered character that participated in the race.
[0404] In the team competition game, the five races described above are held, but the order in which they are held is determined randomly by a draw. The race results for each race (the ranking of the trained characters and the win / loss record for each race) are then derived in the order determined by the draw. Once the race results for the five races are displayed on the results list screen 460, the overall race results screen 470 is displayed.
[0405] Figure 44 is an illustration of the overall race results screen 470. At the top of the overall race results screen 470, the character images of the leaders of each of the five races are displayed, and below that, the win / loss record of each team and the overall race points of the player team are displayed. Although a detailed explanation is omitted here, in team competition games, race points are determined for each registered character that participated in the race according to pre-set point awarding conditions.
[0406] For example, point awarding conditions include various factors that must be met during the race, such as finishing order and the number of skills activated during the race. Additionally, there are point awarding conditions that are set based on the ranking among characters with the same riding style at specific points during the race. Race points are determined for each registered character, and a race-specific race point is calculated for each race type by summing the race points of all registered characters who participated in the same race type. Finally, the race points of all registered characters are added together, and a total race point is calculated by taking into account predetermined bonus points, etc.
[0407] Furthermore, the conditions for awarding bonus points may include, for example, a winning streak bonus where bonus points are awarded based on the number of consecutive wins a team achieves. Also, for example, a leader bonus may be awarded based on the race points of the registered character of each team leader. Additionally, for example, an opponent bonus may be awarded based on the overall evaluation score of the opposing team. Finally, for example, a support bonus may be awarded based on the level of the support cards the player possesses.
[0408] Additionally, when a team competition game is played, players may receive rewards. The overall race results screen 470 will display the rewards awarded to players. Furthermore, when a team competition game is played, the registered characters that participated in the race will gain fans. If the player belongs to a circle, the total number of fans gained by each registered character will be added to the circle's fan count. The overall race results screen 470 will display both the circle's fan count and the number of fans gained in this team competition game.
[0409] Furthermore, at the bottom of the overall race results screen 470, an icon representing each registered character who participated in the race, their finishing position, the number of fans they gained, and a meter indicating their affection level are displayed. Although only five registered characters are shown in Figure 44, players can view information on all registered characters by scrolling the screen vertically.
[0410] In team-based games, the registered character who earns the most race points will be selected as the MVP. On the overall race results screen (470), an icon labeled "MVP" will be superimposed on the icon of the registered character who won the MVP award.
[0411] Furthermore, the overall race results screen 470 is equipped with a race results display icon 471a and a score display icon 471b. When the race results display icon 471a is tapped, the results list screen 460 shown in Figure 43D is displayed. When the score display icon 471b is tapped, the score list screen 480 is displayed.
[0412] Figure 45 is a diagram illustrating the score list screen 480. The score list screen 480 displays a score display area 481 for each registered character that participated in a race. The score display area 481 clearly displays the icon, training rank, and race type corresponding to the registered character. It also displays the character's nickname and name. Finally, the score display area 481 shows the race points earned by the registered character.
[0413] Furthermore, on the score list screen 480, the score display area 481 is displayed in order from the registered character with the highest number of race points earned. The score display area 481 displays a meter 481a that shows the percentage of race points earned by other registered characters, with the maximum number of race points earned by a registered character, i.e., the number of race points earned by the registered character displayed at the top, set to 100.
[0414] Furthermore, a detail icon 481b is provided near the race points in the score display area 481. When the detail icon 481b is tapped, a score details screen (not shown) is displayed. The score details screen displays detailed information showing the breakdown of race points, that is, which point awarding conditions were met to earn the race points.
[0415] Returning to Figure 44, at the bottom of the overall race results screen 470, there are retry operation buttons 472a and next operation buttons 472b. When the retry operation button 472a is tapped, the opposing teams are re-drawn, and the opposing team selection screen 440 shown in Figure 43A is displayed. When the next operation button 472b is tapped, the team competition game ends, and the team competition game screen 400A shown in Figure 42B is displayed.
[0416] As described above, in team-based competitive games, players can form teams using the characters they have trained and compete against teams formed by other players. The total race points earned from these matches determine the rankings against other players, thus motivating players to train stronger characters.
[0417] Furthermore, players can easily check which characters have high race points on the score list screen (480). Therefore, players can more easily understand how to assemble their team to earn race points, improving convenience and increasing their motivation to play the game.
[0418] In this training game, in order to train stronger characters, it is necessary to select more appropriate support cards and inherited characters. Therefore, it is desirable for players to collect information for training strong characters. In this embodiment, in a team competition game, by long-pressing the team icon 451 of the opposing team displayed on the results list screen 460, the character details dialog 185A of the opposing team's registered characters can be viewed.
[0419] This allows players, for example, to check the inheritance and training information of highly-rated characters and then train characters similar to those registered by opposing teams. However, highly-rated characters do not necessarily guarantee a high win rate in team-based games, making it difficult to obtain the information needed to assemble the optimal team. When it becomes difficult to obtain appropriate information in this way, players' motivation to play the game decreases.
[0420] Therefore, in this embodiment, players can participate in practice matches in which other players' trained characters compete. In these practice matches, players can enter their own trained characters, as well as characters owned by other players, into desired races and see what the race results will be. This makes it easier for players to obtain information for training stronger characters. The practice match will be explained below.
[0421] (Practice match) Figure 46A is a diagram illustrating the practice match top screen 500. When the practice race selection control unit 401b is tapped on the race game selection screen 400 shown in Figure 42A, an exhibition selection screen (not shown) is displayed. On the exhibition selection screen, the player can select either a practice match or a room match. When a practice match is selected on the exhibition selection screen, the practice match top screen 500 shown in Figure 46A is displayed.
[0422] From the practice match top screen 500, the player can set various race conditions such as the course, and the training character to participate in the race. When the course selection control unit 501 is tapped on the practice match top screen 500, a race conditions setting screen (not shown) is displayed.
[0423] Figure 47 is a diagram illustrating the race conditions. Players can set the race conditions as they wish on the race conditions setting screen. Specifically, players can select the course to be raced on from existing courses or set it individually. Players can also set the number of participants from 11 to 18. Furthermore, players can set the season to Random, Spring, Summer, Autumn, or Winter. If Random is selected, the season will be randomly determined by a draw at the start of the race.
[0424] Furthermore, the player can set the weather and conditions to one of 12 patterns, either random or as shown in the diagram. If random is selected, the weather and conditions will be determined randomly by a lottery at the start of the race. The player can also set the character's condition to one of 5 patterns, either random or as shown in the diagram. If random is selected, the character's condition will be determined randomly by a lottery at the start of the race. If any pattern other than random is selected, the condition of all participating characters will be uniformly set to the selected condition. The player can also set the NPC's strength to one of 5 patterns, as shown in the diagram.
[0425] Figure 46B is a diagram illustrating the race character setting screen 510. When race conditions are set on the race condition setting screen, the race character setting screen 510 is displayed on the display 26. The race character setting screen 510 displays character setting tabs 511, a reset operation unit 512, a start operation unit 513, a practice member display operation unit 514, and a return operation unit 515. The number of character setting tabs 511 displayed is the same as the number of participants set on the race condition setting screen. When the race character setting screen 510 is first displayed, all character setting tabs 511 are displayed blank. When a character setting tab 511 is tapped, the race character selection screen 520 is displayed.
[0426] Figure 46C is the first diagram illustrating the character selection screen 520. Figure 46D is the second diagram illustrating the character selection screen 520. On the character selection screen 520, the player can select a training character to participate in a practice match. Specifically, the top of the character selection screen 520 displays an image of the training character currently in the provisional selection state, as well as an ability parameter display area 521. The ability parameter display area 521 displays the ability parameters of the training character currently in the provisional selection state.
[0427] Additionally, below the ability parameter display area 521, training character icons 522 corresponding to the training characters owned by the player are displayed. When a training character icon 522 is tapped, the training character corresponding to the tapped training character icon 522 is temporarily selected. In this way, when the temporarily selected training character is changed, the display in the ability parameter display area 521 is also changed simultaneously.
[0428] Furthermore, the character selection screen 520 is provided with a return operation unit 523 and a next operation unit 524. When the return operation unit 523 is tapped, the character setting screen 510 shown in Figure 46B is displayed. In this case, the temporarily selected training character is discarded. When the next operation unit 524 is tapped, the temporarily selected training character is set as the character to be used in the race. In this case, the screen transitions from the character selection screen 520 to the character setting screen 510. At this time, as shown in Figure 46B, information about the training character set as the character to be used in the race is displayed in the character setting tab 511.
[0429] Furthermore, the character selection screen 520 includes a My Character display tab 525 and a rental character display tab 526. When the My Character display tab 525 is tapped, as shown in Figure 46C, the training character icons 522 corresponding to the training characters owned by the player are displayed. On the other hand, when the rental character display tab 526 is tapped, as shown in Figure 46D, the training character icons 522 corresponding to the friend's representative character or the character registered as a training partner (described later) are displayed.
[0430] Players can select multiple characters to participate in a practice match from their own trained characters, their friends' representative characters, and their practice partners. Once two or more specific characters are set as participating characters, the practice match can be executed. The specific number of characters can be any one or more combinations of characters trained by the player, their friends' representative characters, and their practice partners. Thus, on the character selection screen 520, players can have not only their own trained characters but also trained characters trained by other players participate in the practice match.
[0431] Furthermore, if the training character icon 522 is long-pressed on the character selection screen 520, the character details dialog 185A described above will be displayed. Therefore, players can also check the detailed information of the training character from the character selection screen 520.
[0432] As described above, the player can individually select the number of training characters to participate in the practice match on the character selection screen 520, up to the number of participants. When the reset operation unit 512 shown in Figure 46B is tapped, the training characters that were set as characters to participate in the practice match are discarded. When the start operation unit 513 is tapped with the number of training characters set up for the number of participants, the practice match will start. When the return operation unit 515 is tapped, the set training characters are discarded, and the race conditions setting screen is displayed.
[0433] As mentioned above, the process of individually setting the training characters to participate in practice matches for each participant is cumbersome. Therefore, in this embodiment, a practice member registration function is provided that allows registration of practice members including multiple training characters, and also allows the system to retrieve the registered practice members to be used as training characters in practice matches. When the practice member display operation unit 514 is tapped on the participant character setting screen 510, the practice member selection screen 530 is displayed.
[0434] Figure 48 is a diagram illustrating the practice member selection screen 530. As will be explained in more detail later, players can register all characters that participated in a practice match as practice members at once. The practice member selection screen 530 displays the practice member display area 531. The practice member display area 531 is displayed for each registered practice member. The practice member display area 531 displays icons corresponding to the characters included in the practice members. If this icon is long-pressed, the character details dialog 185A will be displayed in the same way as described above.
[0435] Furthermore, when the practice member display area 531 is tapped, the practice member corresponding to the practice member display area 531 is put into a provisional selection state. When the select operation unit 532 on the practice member selection screen 530 is tapped while any practice member is in a provisional selection state, the training characters included in the provisionally selected practice member are set as the characters to participate in the practice match. More specifically, all training characters that make up the practice member are set as the characters to participate in the match. In this case, the screen transitions from the practice member selection screen 530 to the character to participate setting screen 510. Note that when the return operation unit 533 on the practice member selection screen 530 is tapped, the provisionally selected practice member is discarded, and the character to participate setting screen 510 is displayed.
[0436] Furthermore, as shown in Figure 46A, the practice match top screen 500 is equipped with a practice member operation unit 502, a practice partner operation unit 503, and a saved race operation unit 504. When the practice member operation unit 502 is tapped, a practice member list screen (not shown) is displayed. The practice member list screen displays a list of registered practice members.
[0437] Furthermore, as described above, this embodiment includes a training partner registration function that allows players to register training characters developed by other players, such as friends, as training partners. Training characters of other players registered as training partners through the training partner registration function are displayed on the race character selection screen 520.
[0438] Figure 49A is the first diagram illustrating the practice partner screen 540. Figure 49B is the second diagram illustrating the practice partner screen 540. Figure 49C is the fourth diagram illustrating the character details dialog 185A. When the practice partner operation unit 503 is tapped on the practice match top screen 500 shown in Figure 46A, the practice partner screen 540 is displayed. The practice partner screen 540 includes the practice partner list screen 540a and the practice partner search screen 540b. When transitioning to the practice partner screen 540, the practice partner list screen 540a is displayed on the display 26.
[0439] The practice partner screen 540 includes a list tab 541a and a search tab 541b. When the list tab 541a is tapped, the practice partner list screen 540a is displayed, and when the search tab 541b is tapped, the practice partner search screen 540b is displayed. On the practice partner list screen 540a, an information display area 542 is displayed for each character currently registered as a practice partner (hereinafter referred to as a partner character).
[0440] The information display area 542 shows the partner character's character image, evaluation score, rank, character name, ability parameters, and the name of the player who trained the partner character. Additionally, if another player has a specific relationship with the player, such as being a follower, information indicating that relationship is displayed. For example, the information display area 542 at the top of Figure 49A displays "Follow." This indicates that the partner character was trained by a player who has been set as a follower.
[0441] Furthermore, a cancel operation section 543 is provided below the information display section 542. By tapping the cancel operation section 543, the player can unregister the partner character. Also, when the close operation section 544 on the practice partner screen 540 is tapped, the practice partner screen 540 is closed and the screen transitions to the practice match top screen 500.
[0442] Furthermore, as shown in Figure 49B, the practice partner search screen 540b is provided with an input field 545a where a partner ID can be entered and a search operation unit 545b. As will be explained in more detail later, a partner ID is assigned to a training character that one player has authorized another player to register as a practice partner. When the input field 545a is tapped, an input screen (not shown) where numbers can be entered is displayed. By operating the input screen, a partner ID becomes available to enter into the input field 545a. When the search operation unit 545b is tapped with a partner ID entered in the input field 545a, information about the training character to which that partner ID has been assigned is displayed in the information display unit 542.
[0443] Furthermore, the practice partner search screen 540b includes a Circle tab 546a and a Recommended tab 546b. When the Circle tab 546a is tapped, information about the representative character of other players belonging to the same circle as the player is displayed in the information display area 542. When the Recommended tab 546b is tapped, information about the training characters owned by other players is displayed in the information display area 542 according to predetermined search conditions. The search conditions are not particularly limited, but for example, training characters owned by friends may be searched.
[0444] The practice partner search screen 540b is provided with a reload operation unit 547. When the reload operation unit 547 is operated, for example, the search conditions are changed and a new search is performed.
[0445] When the information display area 542 is tapped on the practice partner screen 540, the character details dialog 185A is displayed, as shown in Figure 49C. The character details dialog 185A displayed at this time is the same as when the opposing team's team icon 451 is long-pressed on the results list screen 460 (see Figure 43D) displayed in a team competition game.
[0446] Here, the character details dialog 185A is displayed both when a character trained by the player themselves is selected and when a character trained by another player is selected. In this case, different icons are displayed in the character details dialog 185A depending on whether the character was trained by the player themselves or another player.
[0447] Specifically, the character details dialog 185A for a character trained by another player will display a partner registration icon 186c. By tapping the partner registration icon 186c, the player can register that character as a partner character.
[0448] In contrast, the character details dialog 185A for a character trained by the player themselves displays a shared icon (not shown). The shared icon is provided to allow other players to register that character as a training partner.
[0449] Returning to Figure 46B, on the character selection screen 510, once all characters have been selected as described above, tapping the start control unit 513 will start a practice match. When the start control unit 513 is tapped, the race simulation results are derived based on the ability parameters of the characters. Then, a race video is played based on the derived simulation results. As with the team competition game described above, in practice matches, the player can choose whether to play the race video or just display the race results.
[0450] Figure 50A is a diagram illustrating the practice match results screen 550. When the race video playback ends or an operation to display the race results is performed, the practice match results screen 550 shown in Figure 50A is displayed. The practice match results screen 550 displays the finishing order of the participating characters, as shown in the figure. When the Next operation unit 551 on the practice match results screen 550 is tapped, the practice member registration screen 560 is displayed.
[0451] Figure 50B is a diagram illustrating the practice member registration screen 560. At the top of the practice member registration screen 560, the icons of each character that participated in the current practice match, that is, all the training characters included in the current practice members, are displayed. The practice member registration screen 560 also displays the practice member display area 561. The practice member display area 561 is displayed for each registered practice member. The practice member display area 561 displays the icon corresponding to the training character included in the practice members. If this icon is long-pressed, the character details dialog 185A will be displayed in the same way as described above.
[0452] Furthermore, a save operation unit 561a is provided in the practice member display area 561. When the save operation unit 561a is tapped, the currently registered practice member is overwritten by the current practice member. Specifically, in Figure 50B, the upper practice member display area 561 corresponds to the currently registered first practice member, and the lower practice member display area 561 corresponds to a second practice member, which is different from the currently registered first practice member. When the save operation unit 561a provided in the upper practice member display area 561 is tapped, the current practice member is registered as the new first practice member. Similarly, when the save operation unit 561a provided in the lower practice member display area 561 is tapped, the current practice member is registered as the new second practice member.
[0453] Thus, after the practice match ends and the practice match results screen 550 is displayed, the player can register the practice members used in this practice match. When the close operation button 562 on the practice member registration screen 560 is tapped, the practice member registration screen 560 is closed and the race results save dialog 570 is displayed.
[0454] Figure 50C illustrates the race results save dialog 570. The race results save dialog 570 includes an exit button 571 and a race results save button 572. The race results save dialog 570 also displays a message indicating that the race results can be saved. When the race results save button 572 is tapped, the race results of the current practice match are saved.
[0455] The player can repeatedly check saved race results by tapping the saved race operation section 504 on the practice match top screen 500 shown in Figure 46A. Here, information about the participating characters, simulation results, etc., are included in the race results, and the player can check only the race results or play the race video. Note that if the exit button 571 is tapped in the race result save dialog 570, the race results of the current practice match are discarded and the practice match top screen 500 is displayed.
[0456] As described above, by conducting practice matches, players can obtain information to develop stronger characters. Furthermore, since practice matches allow players to pit characters developed by other players against each other, players do not need to possess strong characters themselves. Therefore, there is no bias in the information obtained among players, and all players can equally obtain the information they need.
[0457] (Room Match) Furthermore, in this embodiment, a room match is provided as a race in which the player's trained character can participate. A room match is a competitive race in which the player's trained character competes against the trained characters of multiple other players.
[0458] In this embodiment, each player can enter multiple races. Here, "entry" into a race is broadly divided into "hosting" and "participating." "Hosting" means that a player hosts a race themselves. "Participating" means that a player takes part in a race hosted by another player.
[0459] "Participation" includes "participating" in races hosted by other players, and "spectating" in races hosted by other players without having one's own character participate. In this context, when "hosting" a race, the player must have their own character participate in that race. However, even when "hosting" a race, players may still choose between "participating" and "spectating."
[0460] Figure 51A is a diagram illustrating the Room Match top screen 600. As described above, when the practice race selection operation unit 401b is tapped on the race game selection screen 400 shown in Figure 42A, an exhibition selection screen (not shown) is displayed. When a room match is selected on the exhibition selection screen, the Room Match top screen 600 shown in Figure 51A is displayed.
[0461] The Room Match top screen 600 includes a Host tab 601a, a Participation tab 601b, and an Entry Information tab 601c. The Host tab 601a is the control section for hosting a race, and when the Host tab 601a is operated, the Race Selection screen 600A shown in Figure 51B is displayed.
[0462] Figure 51B is a diagram illustrating the race selection screen 600A. The race selection screen 600A displays multiple available race images 602, which indicate the types of races that can be held. Each available race image 602 displays information about the race. The race name, course, track condition, distance, maximum number of runners, etc., are pre-set for each race. When an available race image 602 is tapped on the race selection screen 600A, the tapped race is provisionally selected. Then, when the start button 603 displayed on the race selection screen 600A is tapped while the race is provisionally selected, the provisionally selected race is confirmed as an official race.
[0463] In the following, the player who hosts a race will be referred to as the host player, and the race they host will sometimes be referred to as the "hosted race." Players who participate in races hosted by other players will be referred to as guest players.
[0464] Figure 51C is a diagram illustrating the mode selection screen 600B. When a race is selected on the race selection screen 600A, the mode selection screen 600B is displayed. In this embodiment, two modes are provided for the race: simple mode and detailed mode. In simple mode, the race conditions, which are an overview of the race, and the race conditions, such as the race's condition, are pre-set default conditions. On the other hand, in detailed mode, the player can arbitrarily set the race conditions and race conditions.
[0465] The mode selection screen 600B displays the simple mode selection operation section 604a and the detailed mode selection operation section 604b. When the simple mode selection operation section 604a is tapped, the simple mode is tentatively selected, and when the detailed mode selection operation section 604b is tapped, the detailed mode is tentatively selected. Then, when the start button 605 displayed on the mode selection screen 600B is tapped while a mode is tentatively selected, the tentatively selected mode is finalized.
[0466] Figure 52 is a diagram illustrating Simple Mode. Once Simple Mode is selected, the Simple Mode settings screen (not shown) will be displayed. On the Simple Mode settings screen, players can enter a room name and message. The room name and message are information that other players can view when searching for races to participate in. By default, the Simple Mode settings screen has the room name set to "Looking for Room Match Participants" and the message set to "Thank you." Players can edit and register these room names and messages on the Simple Mode settings screen.
[0467] Here, the conditions for holding a race include the number of participants, the start time, whether or not spectators are allowed, and the availability of private entries.
[0468] The number of participants is the number of training characters participating in the race. If the number of registered training characters is less than the number of participants, NPCs will be added to make up the difference. Therefore, competitive races in room matches will always be conducted with the set number of participants. However, competitive races may be conducted using only the training characters selected by the player. Also, if the number of registered training characters falls below the predetermined number, the race may be canceled.
[0469] Each type of race that can be held has a set number of participants that must be specified. When Simple Mode is selected, the predetermined number of participants is set for each type of race.
[0470] The start time indicates the time when the race will begin. More precisely, the start time indicates the time it takes to derive the race result. Here, the start time is set to the remaining time, which is the time until the race result is derived. Once the start time is set, the remaining time is subtracted as time passes, and when the remaining time reaches 0, the race result is derived. Alternatively, a start time may be set instead of a start time, and the race result may be derived when the start time is reached. Furthermore, depending on the type of race, either a start time or a start time may be set. If Simple Mode is selected, "30 minutes later" is set as the start time. In the following, the start time may be explained as the remaining time.
[0471] The "Spectator Allowed" setting indicates whether or not third parties who do not have their characters participating in the race are permitted to watch or view the race. When Simple Mode is selected, the Spectator Allowed setting is set to "Allowed," and third parties can watch the race.
[0472] Private slots are reserved for players who have a specific relationship with the host player. While a detailed explanation is omitted here, players with a specific relationship include, for example, players the host player has set as friends (followers, etc.), and players belonging to the same circle as the host player.
[0473] For example, in a race with 18 participants, suppose the number of private slots is set to "3". In this race, players who do not have a specific relationship with the host player can only enter a maximum of 15 training characters. In this way, private slots are set to reserve entry slots for players who have a specific relationship with the host player. Note that if Simple Mode is selected, the number of private slots will be set to "0".
[0474] Additionally, each race will have specific conditions set, including season, weather / condition, motivation, and training rank.
[0475] The season is one of spring, summer, autumn, or winter, and the set season can affect the race results. In other words, the season is one of the parameters that determine the race results. Each race type has a predetermined season, and when simple mode is selected, the predetermined season is set for each race type held.
[0476] Weather and track conditions refer to the weather and track conditions at the time of the race, and the set weather and track conditions affect the race results. In other words, weather and track conditions are one of the parameters that determine the race results. When Simple Mode is selected, the weather and track conditions are determined randomly by lottery at the start of the race. Note that the weather and track conditions may be determined at a predetermined time before the start of the race, rather than at the start of the race.
[0477] Motivation is the "condition" of the characters participating in the race, and, similar to the aforementioned training game, there are five levels: "Excellent," "Good," "Normal," "Poor," and "Very Poor." Motivation is calculated as a variable in the ability parameters of the characters participating in the race, and therefore affects the race results. When Simple Mode is selected, motivation is determined randomly by lottery at the start of the race. Motivation may also be determined at a predetermined time before the start of the race, rather than at the start of the race. Furthermore, motivation may be determined for each participating character, or the determined motivation may be set uniformly for all characters.
[0478] Training rank is a parameter that classifies a character's abilities and is derived based on ability parameters, etc. Players can set the training rank of characters eligible to participate in races to be above a certain rank. However, if Simple Mode is selected, the training rank will be set to "Not Specified". This "Not Specified" means that characters of all training ranks are eligible to participate in races.
[0479] As described above, when Simple Mode is selected, the hosting conditions and race conditions are set to the initial conditions. When the host player sets up a race in Simple Mode, they can change the room name and message afterward, but they cannot change the hosting conditions or race conditions.
[0480] Figure 53 is a diagram illustrating the detailed mode. Once the detailed mode is selected, the detailed mode settings screen (not shown) will be displayed. On the detailed mode settings screen, the player can enter a room name and message. Note that, by default, the room name is set to "Looking for Room Match Participants" and the message to "Thank you." The player can edit and register these room names and messages on the detailed mode settings screen.
[0481] In addition, in detailed mode, players can set the above-mentioned conditions for the race as they see fit. Specifically, players can set the number of participants to any number between 11 and 18. Players can also select the start time from 30 minutes, 1 hour, 3 hours, 6 hours, 12 hours, or 24 hours later. Furthermore, players can choose whether to allow or deny spectators. If "deny" is selected, third parties will not be able to watch or view the race. Players can also select the number of private slots from 0, within the range of the number of participants selected earlier.
[0482] In addition, in detailed mode, the player can set the race conditions described above as they wish. Specifically, the player can set the season to one of the following: random, spring, summer, autumn, or winter. If random is selected, the season will be randomly determined by a draw at the start of the race, just like in simple mode.
[0483] Furthermore, players can set the weather and conditions to one of 12 patterns, either random or as shown in the diagram. If random is selected, the weather and conditions will be determined randomly by a draw at the start of the race, just like in simple mode.
[0484] Furthermore, players can set the motivation level to one of five patterns: random or illustrated. If random is selected, the motivation level will be determined randomly by a lottery at the start of the race, similar to simple mode. If any other pattern is selected, the motivation level of all participating characters will be uniformly set to the selected level.
[0485] Additionally, players can select the training rank of the characters eligible to participate in the races. Here, the training rank of the eligible characters can be set to one of the options shown in the diagram.
[0486] As described above, once the various settings are completed on the Simple Mode settings screen or the Detailed Mode settings screen, the Room Match Character Selection screen 610 is displayed on the display 26. The host player can select the training character to participate in the race on the Room Match Character Selection screen 610.
[0487] Figure 54A is a diagram illustrating the Room Match character selection screen 610. As shown in Figure 54A, the Room Match character selection screen 610 displays character icons 611 corresponding to the characters trained by the player. When a character icon 611 is tapped, the character trained corresponding to the character icon 611 is provisionally selected, and the ability parameters of that character are displayed in the ability parameter display area 612. The player can check the ability parameters displayed in the ability parameter display area 612 and select the character to use in the match.
[0488] When a character to be trained is provisionally selected, and the selection control unit 613 displayed on the room match character selection screen 610 is operated, the strategy selection tab 615 is displayed on the display 26.
[0489] Figure 54B is a diagram illustrating the strategy selection tab 615. In the strategy selection tab 615, the player can set the strategy for their training character. Below the strategy selection tab 615, the cancel operation unit 616a and the update operation unit 616b are displayed. When the cancel operation unit 616a is operated, the room match character selection screen 610 is displayed, and when the update operation unit 616b is operated, the entry information screen 610A is displayed.
[0490] Figure 54C is a diagram illustrating the entry information screen 610A. The entry information screen 610A displays the participating character information tab 617. The participating character information tab 617 contains information about the training character selected by the player. Here, the player can enter a maximum of 3 training characters in one race. The entry information screen displays three participating character information tabs 617, and when one training character is selected, as shown in Figure 54C, the information about the training character is displayed in the participating character information tab 617 located at the top.
[0491] Then, when the character information tab 617, which does not contain information about the character being trained, is tapped, the room match character selection screen 610 shown in Figure 54A is displayed, and a character being trained can be added in the same manner as above. The entry information screen 610A is provided with a confirm button 618, and when the confirm button 618 is operated, the registration procedure for holding a battle race in room match is completed. In other words, when the confirm button 618 is operated, the conditions for holding the battle race, the race conditions, the characters participating in the race, and the strategies of those characters are confirmed.
[0492] Once the registration process for hosting a race is complete, a race ID is issued on server 1000. A race ID is assigned to each race, and a room is created on server 1000 along with the issuance of the race ID. A room refers to an ID that can manage multiple player IDs linked together for the purpose of running a room match, as well as a storage area and data on server 1000. From a player's perspective, a room can also be described as a virtual space where characters and players participating in a race gather. In this embodiment, since one race is run in one room, the race ID is synonymous with the room ID. Once a room is created, the waiting room screen 620 is displayed on the display 26 of the host player who hosted the race.
[0493] Figure 54D illustrates the host player's waiting room screen 620. As shown in Figure 54D, the waiting room screen 620 displays the room name set by the host player, images of the training characters participating in the race, and the race ID. A copy button 621 is provided near the race ID. Although a detailed explanation is omitted, when the copy button 621 is operated, the race ID is copied. By copying the race ID, players can easily transmit the race ID to other players using functions inside or outside the game application.
[0494] Furthermore, the host player's waiting room screen 620 is provided with a return operation unit 622a and a start operation unit 622b. When the return operation unit 622a is operated, the system transitions to a predetermined screen, such as the home screen 100 or the room match top screen 600.
[0495] Near the start operation unit 622b, the remaining time until the race begins is displayed. On the host player's terminal 1, the start operation unit 622b is enabled regardless of the remaining time. When the start operation unit 622b is operated, the race can be started regardless of the remaining time. More precisely, by operating the start operation unit 622b, the host player can derive the race result of the race without waiting for the start time. Once the race result is derived, the race screen is replayed on the display 26.
[0496] Furthermore, on the Room Match Top screen 600 shown in Figure 51A, when the Entry Information tab 601c is operated, a list of currently entered races is displayed. The Waiting Room screen 620 is redisplayed by tapping on a race that is displayed at this time. Therefore, after registering a race, the host player can execute the race at any time while checking the participation status of other players.
[0497] Additionally, the waiting room screen 620 is equipped with a detail display button 623. When the detail display button 623 is pressed, the race details screen 630 is displayed on the display 26.
[0498] Figure 55 is a diagram illustrating the race details screen 630. The race details screen 630, displayed on the host player's player terminal 1, shows the conditions for holding the race and the race conditions. In addition, the host player can edit the room name and message on the race details screen 630. In other words, the host player can retroactively change the room name and message of the race being held on the race details screen 630. Note that, in this case, the host player cannot retroactively change the conditions for holding the race or the race conditions, but it may be possible to retroactively change either the conditions for holding the race or the race conditions, or both.
[0499] The race details screen 630 is equipped with a return operation unit 630a, a confirmation operation unit 630b, and a race cancellation operation unit 630c. When the return operation unit 630a is operated, the user transitions to a predetermined screen, such as the waiting room screen 620 or the room match top screen 600. The confirmation operation unit 630b becomes active when a room name or message is entered. When the confirmation operation unit 630b is operated, the changed room name or message is registered.
[0500] Furthermore, the host player can cancel a race by operating the race cancellation control unit 630c. However, a race can only be canceled up to 15 minutes before its start. Therefore, the race cancellation control unit 630c is active when there are 15 minutes or more remaining until the start of the race, and becomes inactive when there are less than 15 minutes remaining.
[0501] As described above, once a race ID is issued and a race is reserved, registration for other players to participate begins. The following explains how to participate as a guest player in a race hosted by another player.
[0502] The "Participate" tab 601b on the Room Match Top Screen 600 shown in Figure 51A is the control section for participating in races hosted by other players. When the "Participate" tab 601b is operated, the Room Search Screen 640 is displayed.
[0503] Figure 56A is a diagram illustrating the room search screen 640. The room search screen 640 displays a list of a predetermined number of randomly selected rooms, i.e., scheduled races in which participants can take part. Specifically, the room search screen 640 displays a race information interface 640a corresponding to the race extracted by the search. The race information interface 640a displays various information such as the room name, whether a private slot is set, whether spectators are allowed, the race type, the number of registered participants by the current character relative to the number of participants, and the remaining time until the race starts.
[0504] The room search screen 640 also includes an input field 640b where a race ID can be entered, and a search start button 640c. After entering a race ID in the input field 640b, if the search start button 640c is pressed, the match race information interface 640a corresponding to the entered race ID will be displayed. If the search start button 640c is pressed without entering a race ID in the input field 640b, a search criteria input screen (not shown) will be displayed. On the search criteria input screen, search criteria can be entered, and match races that match the search criteria can be searched.
[0505] On the room search screen 640, for example, if the race information interface 640a is long-pressed, detailed information about that race will be displayed. Also, if the race information interface 640a is tapped, that race will be selected.
[0506] The room search screen 640 is equipped with a race entry reservation operation unit 641a and a spectator reservation operation unit 641b. When any race is selected, and the race entry reservation operation unit 641a is operated, the registration process for entering a character as a guest player in the selected race is initiated.
[0507] The registration process for a guest player to enter a character into a race is similar to the registration process for a host player to host a race. The Room Match Character Selection Screen 610 shown in Figure 54A, the Strategy Selection Tab 615 shown in Figure 54B, and the Entry Information Screen 610A shown in Figure 54C are displayed. The guest player can decide which character to enter in the race and their strategy, just like the host player. When the Confirm button 618 is pressed on the Entry Information Screen 610A, the registration process for the guest player to "enter the race" is completed, and the guest player's waiting room screen 620 is displayed.
[0508] Figure 56B is a diagram illustrating the guest player's waiting room screen 620. As shown in Figure 56B, the guest player's waiting room screen 620 displays the room name, information about the characters the guest player has selected to participate in the race, and other relevant information. The guest player's waiting room screen 620 is also provided with a return operation unit 622a and a start operation unit 622b. When the return operation unit 622a is operated, the screen transitions to a predetermined screen, such as the home screen 100 or the room match top screen 600.
[0509] Near the start control unit 622b, the remaining time until the start of the race is displayed. On the guest player's player terminal 1, the start control unit 622b is disabled until the start time. When the start time arrives, the start control unit 622b is enabled, and when the enabled start control unit 622b is operated, the race screen for the race is displayed.
[0510] Furthermore, the guest player's waiting room screen 620 is provided with a details display button 624. When the details display button 624 is pressed, the screen transitions to the race details screen 630, which displays detailed information about the race. On the race details screen 630 displayed on the guest player's player terminal 1, the guest player can cancel their participation in the race. Although a detailed explanation is omitted here, the guest player can cancel their participation in a race up to 15 minutes before the start of the race. However, the guest player may be able to cancel their participation in a race regardless of the remaining time.
[0511] Furthermore, if the spectator reservation operation unit 641b is operated while any race is selected, a reservation to watch the selected race is made. When a reservation is made, information about the characters scheduled to participate is displayed on the waiting room screen 620. In this case as well, a start operation unit 622b is provided on the waiting room screen 620, and when the start time arrives, the race screen can be viewed. Guest players can also cancel their spectating reservation from the waiting room screen 620.
[0512] As described above, in this embodiment, it is possible to enter trained characters into or watch races between multiple players via room matches.
[0513] (Daily Race) Furthermore, in this embodiment, a daily race is provided in which players can enter their trained characters. The daily race is a race in which players can enter their trained characters and aim to obtain predetermined rewards. The daily race can be performed by consuming daily tickets. Daily tickets are distributed to players in a predetermined number (for example, 3 tickets) each day. Therefore, players can perform the daily race as many times as the number of daily tickets they are distributed to them.
[0514] However, players can purchase daily tickets using in-game currency. By purchasing daily tickets, players can participate in more daily races than the number of daily tickets distributed to them each day.
[0515] Figure 57A is a diagram illustrating the daily race screen 650. When the daily race selection operation unit 401c is tapped on the race game selection screen 400 shown in Figure 42A, the daily race screen 650 is displayed. The daily race screen 650 displays the daily race selection field 651a. Here, a total of two race types are offered as daily races: the first daily race and the second daily race, and a daily race selection field 651a is displayed for each race type.
[0516] The rewards that players can earn differ between the first and second daily races. The daily race selection field 651a displays icons indicating the rewards that can be earned from that daily race. The daily race selection field 651a also displays the race name, track type, and distance. The daily race screen 650 is equipped with a return operation section 651b, and when the return operation section 651b is tapped, the race game selection screen 400 is displayed.
[0517] Here, the daily tickets are shared between the first and second daily races. Therefore, players can choose either the first or second daily race within the limits of the daily tickets they possess. However, separate tickets may be provided for the first and second daily races.
[0518] Figure 57B is a diagram illustrating the difficulty selection screen 650A. When any of the daily race selection fields 651a are tapped, the difficulty selection screen 650A shown in Figure 57B is displayed. The difficulty selection screen 650A displays three difficulty selection fields 652. The first daily race and the second daily race each have three difficulty levels: Hard, Normal, and Easy. The three difficulty selection fields 652 correspond to Hard, Normal, and Easy, respectively.
[0519] Players can select one character to train and enter it in a daily race. The higher the ranking of the player's character, the more rewards the player will receive. Also, the higher the difficulty of the selected daily race, the more rewards the player will receive. When any difficulty selection field 652 is tapped, the play mode selection screen 650B will be displayed.
[0520] Figure 57C is a diagram illustrating the play mode selection screen 650B. The play mode selection screen 650B is equipped with a cancel operation section 653a, a confirm operation section 653b, and a skip operation section 653c. When the cancel operation section 653a is tapped, the difficulty selection screen 650A shown in Figure 57B is displayed.
[0521] Here, the daily race has two play modes: normal mode and skip mode. When the confirmation control 653b is tapped, the daily race is executed in normal mode, and when the skip control 653c is tapped, the daily race is executed in skip mode. Normal mode is a play mode that executes the daily race one at a time. When normal mode is selected, for each daily race, it is possible to play the race video or display only the race results without playing the race video.
[0522] In contrast, Skip Mode is a play mode that allows you to run one or more daily races at once. In Skip Mode, race videos cannot be played, and the results of multiple daily races are displayed. When the confirmation operation unit 653b or the skip operation unit 653c is tapped, the daily race character selection screen 650C shown in Figure 57D is displayed.
[0523] Figure 57D is a diagram illustrating the daily race character selection screen 650C. The daily race character selection screen 650C displays character icons 654 corresponding to the characters trained by the player. When a character icon 654 is tapped, the trained character corresponding to the character icon 654 is provisionally selected, and the ability parameters of that trained character are displayed in the ability parameter display area 655. The player can check the ability parameters displayed in the ability parameter display area 655 and select the trained character to enter in the race.
[0524] When a training character is provisionally selected, and the selection control unit 656 displayed on the daily race character selection screen 650C is operated, the screen transitions as follows depending on the selected play mode. Specifically, when the normal mode is selected and the selection control unit 656 is operated, an item selection screen (not shown) is displayed. On this item selection screen, the player can select items to be used in the daily race. Depending on the item, for example, the player can increase the parameters of the training character participating in the daily race. After that, if a predetermined operation is performed on the item selection screen, the player can choose to either play the race video or display the race results.
[0525] In contrast, if the selection operation unit 656 is operated while skip mode is selected, the skip setting screen 660 is displayed.
[0526] Figure 58A is a diagram illustrating the skip settings screen 660. The skip settings screen 660 is provided with a skip count input interface 661. The skip count input interface 661 displays a number where the number of daily tickets the player possesses is the denominator and the number of times to skip is the numerator. In the skip count input interface 661, tapping to the right of the number increases the number of skips, and tapping to the left of the number decreases the number of skips.
[0527] The skip settings screen 660 displays the cancel operation section 653a and the confirm operation section 653b. When the cancel operation section 653a is tapped, the daily race character selection screen 650C is displayed. When the confirm operation section 653b is tapped, the skip result display screen 670 is displayed.
[0528] Figure 58B is the first diagram illustrating the skip result display screen 670. Figure 58C is the second diagram illustrating the skip result display screen 670. Figure 58D is the third diagram illustrating the skip result display screen 670. The skip result display screen 670 first displays the race results of the first daily race. Here, the finishing order is displayed below the character image of the training character that participated in the daily race. The skip result display screen 670 also displays the rewards obtained in this daily race.
[0529] Furthermore, when an operation is performed on the skip result display screen 670 in the state shown in Figure 58B, the race results of the second daily race are displayed on the skip result display screen 670, as shown in Figure 58C. In this way, the race results are displayed sequentially on the skip result display screen 670 for each of the multiple daily races. Once the race results for the number of skips have been displayed, the rewards earned in all the executed daily races are displayed in a list, as shown in Figure 58D. At this time, the termination operation unit 671 is displayed on the skip result display screen 670. When the termination operation unit 671 is tapped, the system transitions to a predetermined screen, such as the difficulty selection screen 650A.
[0530] In this embodiment, race events are held irregularly. During the race event period, the race event selection operation unit 401d is enabled on the race game selection screen 400 shown in Figure 42A. Players can play a race event by tapping the race event selection operation unit 401d.
[0531] The content of race events varies, but for example, players can enter their trained characters in Legend Races. In Legend Races, one NPC stronger than the NPCs that appear in the Daily Hard Races is set. Players can earn a predetermined reward by winning first place in Legend Races.
[0532] Similar to the daily races, special tickets for Legend Races will be distributed daily during the race event. Players can use these tickets to play Legend Races. Since the basic content of the races is the same as the daily races, a detailed explanation will be omitted here.
[0533] Next, we will describe the functional configuration of the player terminal 1 and server 1000 for running the above-mentioned training game and team competition game.
[0534] (Functional configuration of player terminal 1) Figure 59 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0535] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a training completion processing program 702, and a team competition game execution program 703. Note that the programs listed in Figure 59 are just examples, and the terminal-side game control program includes many other programs.
[0536] The data storage area 12b is equipped with a player information storage unit 750 and a game information storage unit 751 as data storage units. In addition, the data storage area 12b is equipped with many other storage units. Here, information directly related to the game, such as training games and team competition games (hereinafter referred to as game information), is stored in the game information storage unit 751.
[0537] During the progress of each game such as a breeding game, etc., temporary storage of various information is also performed in the game information storage unit 751. Therefore, all information related to the bred characters in the breeding game is stored in the game information storage unit 751. Also, for example, information other than game information such as information about the player or other players, setting information of the player terminal 1, etc. are all regarded as player information. The player information is stored in the player information storage unit 750.
[0538] 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, a processing unit 702a at the time of breeding completion, and a team competition execution unit 703a.
[0539] Specifically, the CPU 10 operates the information setting processing program 700 and causes the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the breeding game execution program 701, the processing program 702 at the time of breeding completion, and the team competition game execution program 703, and causes them to function as the breeding game execution unit 701a, the processing unit 702a at the time of breeding completion, and the team competition execution unit 703a, respectively.
[0540] When various information is set on the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. Also, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the update information to the server 1000.
[0541] The breeding game execution unit 701a executes all processes related to the breeding game. Specifically, the breeding game execution unit 701a executes the preparation stage process and the breeding stage process.
[0542] The training completion processing unit 702a stores training character information, including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training, when the training game is completed.
[0543] The team competition execution unit 703a handles the process that allows players to form teams and displays various screens in the team competition game.
[0544] (Functional configuration of Server 1000) Figure 60 illustrates the configuration of memory 1012 in server 1000 and its function as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores the server-side game control program (module) in program storage area 1012a.
[0545] 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 team competition game execution program 1103. Note that the programs listed in Figure 60 are just examples; the server-side game control program includes many other programs.
[0546] The data storage area 1012b is equipped with a player information storage unit 1150 and a game information storage unit 1151 as data storage units. In addition, the data storage area 1012b is equipped with numerous other storage units. Here, all players' game information is stored in the game information storage unit 1151, linked to their player ID. Furthermore, all players' player information is stored in the player information storage unit 1150, linked to their player ID.
[0547] The CPU 1010 operates 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 operating each program stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as the server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a breeding game execution unit 1101a, a breeding game end processing unit 1102a, and a team competition game execution unit 1103a.
[0548] Specifically, the CPU 1010 operates the information setting processing program 1100, causing the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the breeding game execution program 1101, the breeding game end processing program 1102, and the team competition game execution program 1103, causing them to function as the breeding game execution unit 1101a, the breeding game end processing unit 1102a, and the team competition game execution unit 1103a, respectively.
[0549] 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. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.
[0550] The breeding game execution unit 1101a executes all processes related to the breeding game.
[0551] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. In addition, the breeding game end processing unit 1102a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.
[0552] The team competition game execution unit 1103a simulates the race results of each race in the team competition game, and derives, as the race results, the win / loss for each race and the win / loss of the team. Further, the team competition game execution unit 1103a calculates the race points of the registered characters, and calculates the race points for each race and the total race points of the team.
[0553] Note that both the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 share the common point of storing 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, both the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 share the common point of executing processing related to the cultivation game, but their roles, that is, the scope of responsibility, are different.
[0554] The processing performed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below using a flowchart.
[0555] (Processing of player terminal 1 and server 1000) (Processing related to the cultivation game) FIG. 61 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the cultivation game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0556] When the player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0557] Note that as player information updated by P1 and S1, for example, there is profile information that can be set by the player. Also, for example, as a setting change operation, when an operation to add another player as a friend or an operation to unfriend a friend is input, friend information, which is information regarding friends, is updated. Note that in P1 and S1, information setting processing units 700a and 1100a respectively manage game points consumed for executing the breeding game. The information setting processing units 700a and 1100a measure time when the game points are less than the upper limit value, and grant the player a predetermined value of game points at predetermined intervals.
[0558] 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 a preparation stage process (P6). Also, during this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes a preparation stage process (S6).
[0559] FIG. 62 is a first flowchart for explaining the preparation stage process (P6) in the player terminal 1. FIG. 63 is a second flowchart for explaining the preparation stage process (P6) in the player terminal 1. FIG. 64 is a third flowchart for explaining the preparation stage process (P6) in the player terminal 1. The breeding game execution unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1).
[0560] If the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation for switching the display of the screen is input (YES in P6-2), the breeding game execution unit 701a switches the display screen of the display 26 (P6-13).
[0561] 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).
[0562] 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).
[0563] Furthermore, if the inheritance character selection screen 170 or the training character list screen 180 is being 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).
[0564] Here, the display switching operations on the inheritance character selection screen 170 or the training character list screen 180 include tapping the skill display button 172 shown in Figure 10B, long-pressing the training character icon 182, and tapping the title change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, and close operation section 188d in the character details dialog 185A shown in Figure 15.
[0565] For example, if the skill display button 172 is tapped on the character training list screen 180, the training game execution unit 701a displays the skill display dialog 185B on P6-13. Also, if the character training icon 182 is long-pressed on the character training list screen 180, the training game execution unit 701a displays the character details dialog 185A on P6-13. Furthermore, if the title change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, or close operation unit 188d is tapped in the character details dialog 185A, the screen corresponding to each operation unit is switched.
[0566] Furthermore, when a selection operation (tapping the character icon 182) is performed on the character list screen 180 (YES in P6-10), the character training game execution unit 701a temporarily stores the character corresponding to the character icon 182 on which the selection operation was performed as the inherited character (P6-11) and switches the display screen (P6-13).
[0567] 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).
[0568] Furthermore, while the support card selection screen 200 is displayed (YES in P6-14 of Figure 63), if a selection operation (tapping the support card icon 201) is input on the support card selection screen 200 (YES in P6-15), the training game execution unit 701a temporarily stores the support card corresponding to the selected card icon 201 (P6-16) and switches the display screen (P6-17).
[0569] Also, when the support card compilation screen 190 is being displayed (YES in P6-18) and a display switching operation for switching the screen display is input (YES in P6-19), the breeding game execution unit 701a switches the display screen of the display 26 (P6-20).
[0570] Also, when the preset selection screen 205A is being displayed (YES in P6-21 of FIG. 64) and a display switching operation for switching the screen display is input (YES in P6-22), the breeding game execution unit 701a switches the display screen of the display 26 (P6-25).
[0571] Also, when a selection operation (tap on the select operation unit 206c) is input on the preset selection screen 205A (YES in P6-23), the breeding game execution unit 701a temporarily stores the reservation selection information corresponding to the preset for which the selection operation input has been made (P6-24) and switches the display screen (P6-25).
[0572] Also, when the final confirmation screen 205 is being displayed (NO in P6-21) and a display switching operation for switching the screen display is input (YES in P6-26), the breeding game execution unit 701a switches the display screen of the display 26 (P6-27).
[0573] Also, when a determination operation (tap on the start operation unit 205b) is input on the final confirmation screen 205 (YES in P6-28), the breeding game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (for example, 30) (P6-29). If the game points are equal to or greater than the predetermined value (YES in P6-29), the breeding game execution unit 701a transmits the confirmation information to the server 1000 (P6-30).
[0574] Note that the confirmation information includes information for identifying the temporarily registered main character, inherited character, and support card. When receiving the confirmation information, the server 1000 determines whether to permit the execution of the breeding main game using the temporarily registered main character, inherited character, and support card in the preparation stage process (S6).
[0575] After the player terminal 1 transmits the confirmation information (P6-30) and receives the permission information (YES in P6-31), the breeding game execution unit 701a registers the main character temporarily registered in P6-6 (P6-32). Further, the breeding game execution unit 701a registers the breeding characters temporarily stored as inherited characters in P6-11 and the support cards temporarily stored in P6-16 in the deck.
[0576] In addition, the breeding game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information (P6-33). Further, the breeding game execution unit 701a sets the initial character identification information (P6-34). Further, the breeding game execution unit 701a registers the preset reservation selection information temporarily stored in P6-24 (P6-35). Further, the breeding game execution unit 701a displays the game screen 210 on the display 26 (P6-36).
[0577] FIG. 65 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the breeding game execution unit 1101a receives the 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 breeding game execution unit 1101a determines that there is no abnormality (S6-2).
[0578] [[ID=!4]] If there is no abnormality in the main character selected by the player (YES in S6-2), the breeding game execution unit 1101a checks whether there is any abnormality in the support card selected by the player (S6-3). In S6-3, when a support card that the player does not own is selected, when the rental card selected by the player is not associated with the player ID of the player, when the support character overlaps with the main character, etc., it is determined that there is an abnormality.
[0579] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, the training game execution unit 1101a determines that there is no abnormality in the inherited character if the training character selected by the player as the inherited character is linked to the player's player ID, that is, if the training character that the player themselves has trained is selected as the inherited character (YES in S6-6).
[0580] If the inherited character is determined to be normal, the training game execution unit 1101a determines whether the training character selected by the player as the inherited character includes a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of times it has been used on that day is less than 3 (S6-8).
[0581] If the number of uses for the day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). In other words, S6-8 and S6-9 determine whether the formation conditions are met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses for the day (S6-10). The training game execution unit 1101a also subtracts 2000 from the number of predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0582] Furthermore, the training game execution unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the main character, inherited character, and support card, and the formation conditions for using another player's representative character are met, the training game execution unit 1101a sets permission information (S6-13) and sends it to the player terminal 1. 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 (S6-14) and sends it to the player terminal 1.
[0583] Returning to Figure 61, 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.
[0584] Figure 66 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.
[0585] Figure 67 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 24) stored in the data storage area 12b to determine whether the current turn is a turn in which only individual races can be selected (individual race limited turn) (P10-2).
[0586] If it is a turn limited to individual races (YES in P10-2), in other words, if the races that can be entered in that turn are set as target races, the training game execution unit 701a sets the target races as selectable items that the player can choose (P10-3), and moves the process to P13. As a result, in that turn, the player can only operate the individual race operation unit 219 and the skill operation unit 217, and the operation of other operation units is restricted.
[0587] Furthermore, if it is not a turn limited to individual races (NO in P10-2), the training game execution unit 701a sets all items as selectable items that the player can choose from (P10-4). Then, the training game execution unit 701a executes the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) in order.
[0588] 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.
[0589] Figure 68 is a flowchart for explaining the placement process in the player terminal 1. The breeding game execution unit 701a refers to the character identification information table (Figs. 22 and 23) and extracts all the characters registered as team members (P11-1). Then, the breeding game execution unit 701a selects, as the target characters for which the processes of P11-3 to P11-7 described later are not executed, characters from the team members extracted in P11-1 (P11-2).
[0590] Also, the breeding game execution unit 701a refers to the character identification information table and checks the character identification information of the target character selected in P11-2 (P11-3). Also, the breeding game execution unit 701a sets the placement presence / absence table (Fig. 33) based on the character identification information confirmed in P11-3 (P11-4). Also, the breeding game execution unit 701a determines, by lottery, whether to "place" or "not place" based on the placement presence / absence table set in P11-4 (P11-5).
[0591] When it is determined to "place" (YES in P11-6), the breeding 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 breeding game execution unit 701a repeats the processing from P11-2 until the processing ends for all the team members. On the other hand, when the processing ends for all the team members (YES in P11-8), the breeding game execution unit 701a ends the placement process and executes the numerical value determination process (P12).
[0592] Figure 69 is a flowchart for explaining the numerical value determination process in the player terminal 1. The breeding game execution unit 701a sets, as the processing target items for which the processes of P12-2 to P12-9 described later are not executed, from the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P12-1).
[0593] Furthermore, the training game execution unit 701a determines and stores the failure rate when training is performed on the processing target items set in P12-1, based on the main character's current stamina (P12-2). Also, the training game execution unit 701a determines and stores the amount of stamina reduction when training is performed on the processing target items set in P12-1 (P12-3).
[0594] Furthermore, the training game execution unit 701a checks the current team ranking (P12-4), and based on the team ranking, refers to the training level table (Figure 34A) to determine the training level (P12-5).
[0595] Furthermore, the training game execution unit 701a refers to the fixed increase value table (Figures 34B and 34C) 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 for the training of the processing target item (P12-7).
[0596] Then, the training game execution unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (Figure 34D) 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).
[0597] 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).
[0598] FIG. 70 is a flowchart for explaining event determination processing in the player terminal 1. The breeding game execution unit 701a loads the current turn number (P13-1). Also, the breeding game execution unit 701a refers to the event appearance determination table stored in the data storage area 12b and determines whether to cause a scenario event to appear (P13-2). And when it is determined to cause a scenario event to appear, that is, when it is the scenario event appearance turn (YES in P13-2), based on the event content determination table, the content (event ID) of the scenario event is determined and stored (P13-3).
[0599] Specifically, the breeding game execution unit 701a generates a lottery table by 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, its change value is determined.
[0600] Also, the breeding game execution unit 701a refers to the event appearance determination table and determines whether to cause a dedicated event to appear (P13-4). And when it is determined to cause a dedicated event to appear, that is, when it is the dedicated event appearance turn (YES in P13-4), based on the event content determination table, the content (event ID) of the dedicated event is determined and stored (P13-5).
[0601] Specifically, the breeding game execution unit 701a generates a lottery table by the event IDs of the possible dedicated 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 dedicated event, that is, the event ID by lottery. In addition, when the determined dedicated event is an event that changes parameters such as an ability event, its change value is determined.
[0602] In addition, when the main character is a specific character, the cultivation game execution unit 701a executes parameter change processing (P13-6) for changing the change value of a parameter that changes by a dedicated event. 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 by the dedicated event.
[0603] In addition, the cultivation 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). 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).
[0604] Specifically, the cultivation game execution unit 701a generates a lottery table by the event ID of 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. Then, the cultivation game execution unit 701a uses the generated lottery table to determine the content of the support event, that is, the event ID, by lottery. When the determined support event is an event that changes a parameter such as an ability event, the change value is determined.
[0605] In addition, when the main character or the support character associated with the support event is a specific character, the cultivation game execution unit 701a executes parameter change processing (P13-9) for changing the change value of a parameter that changes by the support event.
[0606] 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).
[0607] 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.
[0608] 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.
[0609] 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.
[0610] In addition, for each character placed in the training, the training game execution unit 701a performs hint event determination processing related to hint events (P13-16). Here, for each character placed 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.
[0611] Returning to FIG. 67, the training game execution unit 701a updates the screen to be displayed on the display 26 (P10-5). 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 (P10-6).
[0612] Returning to FIG. 66, when it is not at the start of a turn (NO in P7-1), the training game execution unit 701a executes in-turn processing (P20).
[0613] FIG. 71 is a flowchart for explaining in-turn processing in the player terminal 1. The training 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 training game execution unit 701a derives the result of the personal race, updates the parameters related to the race result, and stores them in the game information storage unit 751 (P20-2).
[0614] 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.
[0615] 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.
[0616] 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).
[0617] Furthermore, the training game execution unit 701a derives the number of fans to be newly acquired based on the race results and adds it to the number of fans acquired so far (P20-4).
[0618] 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 (P20-5). If the team race has started, the process moves to P20-6; otherwise, the process moves to P20-11.
[0619] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-6). 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.
[0620] 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.
[0621] The training game execution unit 701a executes a race result display process (P20-7) 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 P20-6 above.
[0622] Also, the training game execution unit 701a executes a character identification information update process (P20-8). 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, the number of team members increases every time the team race ends.
[0623] Also, the training game execution unit 701a executes a parameter update process (P20-9) for updating information related to the team ranking based on the team race result derived in P20-6 above.
[0624] Also, when any training item is selected (YES in P20-11), the training game execution unit 701a performs a training execution process (P21). Also, when no training item is selected (NO in P20-11), it is determined whether it is the execution timing of the inheritance event (P20-13). If it is the execution timing of the inheritance event (YES in P20-13), the training game execution unit 701a performs an inheritance event execution process (P22). Note that when it is not the execution timing of the inheritance event (NO in P20-13), the training game execution unit 701a executes other processes such as consuming skill points to acquire skills (P20-14).
[0625] FIG. 72 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).
[0626] Furthermore, the training game execution unit 701a performs a success determination process for the selected training item, determining whether the training is successful or not based on the failure rate determined in P12-2 (P21-2). If the t...
Claims
1. A process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; A process of setting the character selected by a player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; deriving an overall game result, which is a game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; a process of displaying a plurality of pieces of individual result information associated with the type of game and the characters used in the type of game in an order based on the ranking of the characters; have a computer carry out Information processing program.
2. The process of deriving an overall game result comprises: a process of calculating a total point in one specific game based on the predetermined parameters and deriving the total point as the overall game result; and causing the computer to further execute a process of ranking a plurality of players according to the total points of the specific game. The information processing program according to claim 1 .
3. The individual result information includes the predetermined parameters.
3. The information processing program according to claim 1 or 2.
4. The individual result information includes an indication showing a ratio of the predetermined parameter acquired by one of the characters to the predetermined parameter acquired by the other characters.
3. The information processing program according to claim 1 or 2.
5. 1. An information processing method performed by a computer, comprising: The computer, A process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; A process of setting the character selected by a player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; deriving an overall game result, which is a game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; a process of displaying a plurality of pieces of individual result information associated with the type of game and the characters used in the type of game in an order based on the ranking of the characters; To carry out Information processing methods.
6. One or more computers; The computer includes: A process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; A process of setting the character selected by a player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; deriving an overall game result, which is a game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; a process of displaying a plurality of pieces of individual result information associated with the type of game and the characters used in the type of game in an order based on the ranking of the characters; To carry out Gaming device.
7. One or more computers; The computer includes: A process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; A process of setting the character selected by a player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; deriving an overall game result, which is a game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; a process of displaying a plurality of pieces of individual result information associated with the type of game and the characters used in the type of game in an order based on the ranking of the characters; To carry out Information processing system.