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

JP2023098670A5Pending Publication Date: 2025-05-16CYGAMES INC
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Patent Information

Application Number
JP2022204858
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-21
Publication Date
2025-05-16

AI Technical Summary

Technical Problem

In breeding games, players tend to select similar breeding items repeatedly, leading to a decrease in their willingness to play as the game becomes predictable.

Method used

An information processing system that sets clear goals for characters, allows players to select specific selection items, updates parameters based on game results, transitions game periods, and rewards players for selecting specific items, while making other items unselectable to encourage variety.

Benefits of technology

This system enhances player engagement by promoting diverse item selection and rewarding strategic choices, thereby increasing the desire to play.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance a player's willingness to play a game.SOLUTION: An information processing program includes: a process for setting one character selected by a player from among multiple characters to which multiple clearing targets are set to a character to be grown in a growing game including multiple game sections; and a process for allowing a player to select one or multiple predetermined selection items for each game section. In a game section in which a specific selection item as an object of a clear goal set to the character to be grown is determined as a selection item that a player should select, a specific selection item of an object of a clear goal can be selected by a player, and a selection item for prescribing a shift from a current game section to a next game section other than a specific selection item cannot be selected.SELECTED DRAWING: Figure 25
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method, 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 the 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. Therefore, the maximum purpose of the breeding game is to generate a stronger character. However, when repeatedly playing the breeding game, the breeding items to be selected will gradually be grasped by the player. As a result, the player will always select only the same types of breeding items in the breeding game, and there is a problem that the player's motivation to play decreases.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of improving the player's motivation to play.

Means for Solving the Problems

[0006] In order to solve the above problems, the information processing program A process of setting one of several characters, each with multiple clear objectives, selected by the player, as the target character for training in a training game that includes multiple game segments, For each game interval, a process is performed to allow the player to select one or more predetermined selection items. A process for deriving the game result based on the selection items made by the player, Based on the aforementioned game results, a process is performed to update the parameters associated with the character to be trained, A process to transition the game interval when the game result is derived based on the selection item which specifies the transition from the current game interval to the next game interval, If, among the aforementioned multiple selection items, a specific selection item that can be the target of the clear objective is selected, and the game result is derived based on the specific selection item, a process is performed to award predetermined points based on the specific selection item. Upon completion of the aforementioned training game, a process is performed to award rewards to the player based on the predetermined points, Have the computer perform this task. The process of making the aforementioned selection items available to the player is as follows: In the game section in which the specific selection item for the target of the clear objective set for the character to be trained is designated as a selection item to be selected by the player, the player is allowed to select the specific selection item for the target of the clear objective, and other selection items that define the transition from the current game section to the next game section are not allowed to be selected.

[0007] Furthermore, multiple specific selection items with varying difficulty levels are provided. The aforementioned characters include a first character and a second character, The first character has multiple specific selection items with a difficulty level of a predetermined level or higher set as targets for the clear objective. The second character has fewer of the specific selection items with a difficulty level equal to or higher than the predetermined difficulty level, which are set as targets for the clearance goal, than the first character. The process of making the selection items selectable by the player When the second character is set as the character to be trained, the player may be able to select the specific selection items set as the clearance goal targets for the first character.

[0008] The process of managing the game points consumed to execute the training game is further made to be executed by the computer. The process of managing the game points gives the player the game points according to predetermined giving conditions, before starting the training game, makes the consumption amount of the game points selectable by the player, The process of giving a reward to the player may give more of a predetermined reward when the consumption amount of the game points is large than when it is small.

[0009] To solve the above problems, an information processing method is an information processing method executed by a computer, where the computer sets, as the character to be trained in a training game including a plurality of game sections, one of the characters selected by the player from among a plurality of characters for which a plurality of clearance goals are set; for each game section, makes one or more of the predetermined selection items selectable by the player; derives a game result based on the selection items selected by the player; updates parameters associated with the character to be trained based on the game result; when the game result is derived based on the selection items that define the transition from the current game section to the next game section, makes the transition to the next game section; When a specific selection item that can be the target of the clear goal is selected from the plurality of selection items and the game result is derived based on the specific selection item, a process of awarding a predetermined point based on the specific selection item, When the breeding game ends, a process of awarding a reward to the player based on the predetermined point, is performed, The process of making the selection items selectable by the player is In the game section where the specific selection item that is the target of the clear goal set for the character to be bred is defined as the selection item to be selected by the player, the specific selection item that is the target of the clear goal is made selectable by the player, and selection of the selection items other than the specific selection item, for which transition from the current game section to the next game section is defined, is made impossible.

[0010] To solve the above problems, an information processing system includes one or more computers, The computer sets, as the character to be bred in a breeding game including a plurality of game sections, one character selected by the player from among a plurality of characters for which a plurality of clear goals are set; for each game section, a process of making one or more predetermined selection items selectable by the player; a process of deriving a game result based on the selection item selected by the player; a process of updating parameters associated with the character to be bred based on the game result; a process of shifting the game section when the game result is derived based on the selection item for which transition from the current game section to the next game section is defined; When a specific selection item that can be the target of the clear goal is selected from the plurality of selection items and the game result is derived based on the specific selection item, a process of awarding a predetermined point based on the specific selection item, Upon completion of the breeding game, a process of awarding a reward to the player based on the predetermined points, and performing The process of making the selection items selectable by the player is In the game section where the specific selection item targeted by the clear goal set for the breeding target character is defined as the selection item to be selected by the player, the specific selection item targeted by the clear goal is made selectable by the player, and selection of the selection items other than the specific selection item, for which transition from the current game section to the next game section is defined, is made impossible.

Effect of the Invention

[0011] According to the present invention, the player's motivation to play can be improved.

Brief Description of the Drawings

[0012] [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 the breeding game. [Figure 5] FIG. 5A is a diagram for explaining a main character selection screen. FIG. 5B is a first diagram for explaining a character details screen. FIG. 5C is a second diagram for explaining a character details screen. [Figure 6]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 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. [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 for explaining a fixed increase value (special training target) table. Figure 40B is a diagram for explaining a bonus increase value (special training target) table. [Figure 41] Figure 41A is a diagram for explaining the cultivation completion screen. Figure 41B is a second diagram for explaining the cultivation completion screen. Figure 41C is a third diagram for explaining the cultivation completion screen. [Figure 42] Figure 42 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer. [Figure 43] Figure 43 is a diagram for explaining the configuration of a memory in a server and functions as a computer. [Figure 44] Figure 44 is a sequence diagram for explaining the processing of a player terminal and a server related to a cultivation game. [Figure 45] Figure 45 is a first flowchart for explaining the preparation stage processing in a player terminal. [Figure 46] Figure 46 is a second flowchart for explaining the preparation stage processing in a player terminal. [Figure 47] Figure 47 is a second flowchart for explaining the preparation stage processing in a player terminal. [Figure 48] Figure 48 is a flowchart for explaining the preparation stage processing in a server. [Figure 49] Figure 49 is a flowchart for explaining the cultivation stage processing in a player terminal. [Figure 50] Figure 50 is a flowchart for explaining the processing at the start of a turn in a player terminal. [Figure 51] Figure 51 is a flowchart for explaining the placement processing in a player terminal. [Figure 52] Figure 52 is a flowchart for explaining the numerical value determination processing in a player terminal. [Figure 53] Figure 53 is a flowchart for explaining the event determination processing in a player terminal. [Figure 54]Figure 54 is a flowchart illustrating the turn-based processing on the player terminal. [Figure 55] Figure 55 is a flowchart illustrating the training execution process on the player terminal. [Figure 56] Figure 56 is a flowchart illustrating the inheritance event execution process on the player terminal. [Figure 57] Figure 57 is a flowchart illustrating the process for ending the training game on the server. [Figure 58] Figure 58 illustrates the final confirmation screen during the duration of a specific event. [Figure 59] Figure 59 is a flowchart illustrating the preparation process on a player terminal during the duration of a specific event. [Figure 60] Figure 60 is a flowchart illustrating the process for ending a training game on a server during a specific event. [Modes for carrying out the invention]

[0013] 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.

[0014] (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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] (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.

[0020] 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] (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.

[0029] As will be described in detail later, in the game according to the present embodiment, a breeding game is provided. In the breeding game, the player can breed the characters possessed by the player. Further, the breeding game in the present embodiment has a gameplay of breeding a character while having the character participate in a race imitating horse racing.

[0030] 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.

[0031] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a reinforcement screen selection operation part 102b, a story screen selection operation part 102c, a team arena screen selection operation part 102d, and a gacha screen selection operation part 102e. In the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.

[0032] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0033] When the reinforcement screen selection operation part 102b is tapped, a reinforcement screen (not shown) is displayed. On the reinforcement screen, the player can reinforce the characters and support cards possessed by the player. By reinforcing the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can breed characters with more powerful statuses in the breeding game.

[0034] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.

[0035] When the Team Arena screen selection control unit 102d is tapped, a Team Arena screen (not shown) is displayed. On the Team Arena screen, players can play a team competition game in which their own team competes against teams of other players selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various information can be viewed and set. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the information corresponding to that button can be viewed and set.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.

[0059] Furthermore, the setting game is where the player registers their main character and deck (inherited characters and support cards), and corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the training main game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.

[0060] <Preparation Stage Processing> The preparation phase primarily involves registering the main character, registering the deck (inherited characters and support cards), registering specific characters, and setting initial character identification information. Support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the development of the main character. Hereafter, the character associated with a support card will be referred to as a support character.

[0061] <Registering the main character> On the home screen 100, when the player taps the training game operation unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario. On the scenario selection screen, the player can select one of the multiple scenarios. Here, we will explain the case when a predetermined scenario is selected.

[0062] Figure 5A is a diagram illustrating the main character selection screen 150. In the center of the main character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 150, 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.

[0063] 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.

[0064] Figure 6A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 6A, the ability parameter (initial value) table stores the initial values ​​of the ability parameters for each character. Based on the initial values ​​of the ability parameters stored in the ability parameter (initial value) table, the ability parameter display unit 152a displays the initial values ​​of the ability parameters.

[0065] In this embodiment, initial values ​​for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include 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.

[0066] The initial values ​​of each character's ability parameters may be increased through player actions. For example, a character may have five levels, and the player may be able to increase the character's level by consuming in-game currency or designated items. In this case, the initial values ​​of the ability parameters should increase as the character's level increases. The player can increase the values ​​of the ability parameters in the main training game. In other words, the objective of the main training game is to train characters with higher valued ability parameters.

[0067] Furthermore, 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 of the character corresponding to the character icon 151 selected by the player, in alphabetical order.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] <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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] In addition, information related to the inherited characters used during cultivation is associated with and stored in the cultivated characters. In the first inherited character selection area 171a, information related to the inherited characters used when cultivating the cultivated characters is displayed.

[0116] FIG. 11 is a diagram for explaining the inheritance lineage. In the cultivation 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 cultivated characters generated earlier. Therefore, even when the cultivated character set as the inherited character is generated, two inherited characters are set for the cultivated character.

[0117] As shown in FIG. 11, the main character to be cultivated in the upcoming cultivation main game is regarded as the current generation. Also, for this main character, two cultivated characters set as the inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the cultivation of the cultivated characters of the first inheritance generation, two cultivated characters are set as the inherited characters. When the cultivated characters of the first inheritance generation are generated, the two cultivated characters set as the inherited characters are regarded as the second inheritance generation.

[0118] In this case, as shown in FIG. 11, the cultivated characters of 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 cultivated characters bring an effect to one main character.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can participate in a race in a team competition game. In this race, a 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 participating characters being trained. 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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).

[0128] 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.

[0129] 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.

[0130] 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%.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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).

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] In this way, the player can check various information about the character being trained in the character details dialog 185A. 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.

[0182] 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.

[0183] 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.

[0184] 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.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] 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.

[0190] <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.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] 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.

[0199] 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.

[0200] 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.

[0201] 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.

[0202] 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.

[0203] 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.

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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.

[0208] 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.

[0209] 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.

[0210] 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.

[0211] <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.

[0212] 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.

[0213] 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.

[0214] 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.

[0215] 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.

[0216] 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.

[0217] <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 details will be described later, in the breeding game, it is necessary to play a battle game using the characters registered as team members. Also, when the character registered as a sub - member satisfies certain conditions, the character is registered as a team member.

[0218] 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.

[0219] Also, in the character identification information table, among the characters or support cards (support characters) possessed by the player, the characters not registered as team members are registered as sub-members. Note that all of the remaining characters among the predetermined characters that are not registered as team members, or a part of the characters selected by lottery, may be registered as sub-members.

[0220] Here, it is assumed that the support characters and specific characters are registered as team members from the beginning of the main character training game. However, the support characters and specific characters may be registered as sub-members at the start of the main character training game and then registered as team members at a predetermined timing.

[0221] In this way, when the information related to team members and sub-members (initial character identification information) is stored in the character identification information table, the preparation stage process ends.

[0222] <Training stage process> When the preparation stage process ends, the training stage process starts. In the training stage process, it becomes possible to train the main character and the characters registered as team members. Hereinafter, for the sake of easy understanding, first, the basic flow of the main character training game will be described.

[0223] FIG. 24 is a diagram for explaining the selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of the main character. As shown in FIG. 24, the training game is composed of the 1st turn to the 60th turn, and has a gameplay in which various parameters are updated according to the player's selection result in each turn. Also, according to the selection item table, the items that the player can select are preset for each turn.

[0224] Figure 25A is the first diagram illustrating the game screen 210. Figure 25B is the second diagram illustrating the game screen 210. When the game transitions to the training stage, the game screen 210 shown in Figures 25A and 25B is displayed on the display 26. At the top of the game screen 210, the stamina display section 211 and the condition display section 212 are displayed. The main character has a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as will be described later. The stamina display section 211 displays the current amount of stamina remaining for the main character in relation to the upper limit of "stamina".

[0225] Furthermore, the main character has a "condition" parameter. The condition display unit 212 visually displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the main character's race performance will be, and the greater the increase in ability parameters through training.

[0226] Furthermore, as shown in Figures 25A and 25B, the central part of the game screen 210 displays an image of the main character, a status display section 213, and a skill point display section 214. The status display section 213 displays the current status of the main character as a numerical value and a multi-level rank (G + F, F + , E, E + , D, D + , C, C + , B, B + , A, A + S, SS, SS + It is shown in 16 stages. Specifically, in this embodiment, the numerical values ​​and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.

[0227] 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.

[0228] 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.

[0229] 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.

[0230] 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.

[0231] On the other hand, the skill operation unit 217 is set to be always selectable in all turns. Although details will be described later, even if a skill is acquired, the turn does not end. In this embodiment, after the end of a predetermined turn, the team race is forcibly executed.

[0232] FIG. 26A is a first diagram for explaining the training screen 220. FIG. 26B is a second diagram for explaining the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26.

[0233] As shown in FIG. 26A, training items are displayed at the lower part of the training screen 220. Here, a speed operation unit 221 marked with "Speed", a stamina operation unit 222 marked with "Stamina", a power operation unit 223 marked with "Power", a determination operation unit 224 marked with "Spirit", and a wisdom operation unit 225 marked with "Wisdom" are displayed.

[0234] When the player taps any one of the operation units 221 to 225 once, the training item corresponding to the tapped operation unit 221 to 225 is temporarily selected, and the operation units 221 to 225 corresponding to the temporarily selected training item are highlighted. FIG. 26A shows a state where the power operation unit 223 is temporarily selected. FIG. 26B shows a state where the stamina operation unit 222 is temporarily selected.

[0235] In addition, the training level for each training item is also displayed on each of the operation units 221 to 225. The training level is a parameter that increases based on the team ranking. The higher the training level, the greater the increase value of the ability parameter when training is executed. The training level is initially set to level 1 and can increase up to level 5 at most.

[0236] 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.

[0237] 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.

[0238] 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.

[0239] 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.

[0240] 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.

[0241] 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.

[0242] 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.

[0243] 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).

[0244] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.

[0245] Figure 26D is a diagram illustrating the event screen 220b. After the training result notification screen 220a finishes displaying, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur in a single turn.

[0246] For example, when a hint event occurs, the player can obtain a hint about a skill. Once a hint is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the individual and team races described later.

[0247] Events include events that grant skills, events that restore stamina, events that decrease stamina, events that increase ability parameters, events that decrease ability parameters, events that increase condition, events that decrease condition, etc. As will be explained in more detail later, events include predetermined events for each turn and events that occur when you win a predetermined lottery. Also, once all events have finished, the game screen 210 for the next turn will be displayed.

[0248] 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.

[0249] 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.

[0250] 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.

[0251] 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.

[0252] On the skill screen 230, a skill display column 231 is displayed. In the skill display column 231, acquired skills, starting skills preset for the main character, acquired skills such as those obtained due to the occurrence of various events, etc. are displayed. Also, when a hint event occurs for a starting skill, the skill points consumed to acquire this starting skill are discounted. Here, for the starting skills for which a hint has been acquired, the skill points required to acquire them are discounted and displayed. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display column 231.

[0253] Also, for the skills displayed on the skill screen 230, the activation conditions of each skill and the effects when activated are displayed.

[0254] Also, at the upper part of the skill screen 230, a stamina display section 211, a condition display section 212, and a skill point display section 214 are displayed. Also, the current turn number is displayed at the upper part of the skill screen 230.

[0255] Based on the player's operation, when starting skills are acquired by consuming skill points, as shown in FIG. 28B, "GET" is displayed on the acquired skills, notifying that the starting skills have been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 214 and the display is updated.

[0256] FIG. 29A is a first diagram for explaining the individual race selection screen 240. When the individual race operation section 219 on the game screen 210 is operated, the individual race selection screen 240 shown in FIG. 29A is displayed. The individual race has a gameplay in which the main character races against a so-called non-player character (hereinafter referred to as NPC).

[0257] 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.

[0258] 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.

[0259] 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.

[0260] 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".

[0261] 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).

[0262] 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.

[0263] 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.

[0264] 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.

[0265] 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.

[0266] 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.

[0267] 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.

[0268] 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.

[0269] 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.

[0270] 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.

[0271] 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.

[0272] 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.

[0273] 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.

[0274] 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.

[0275] 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.

[0276] 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.

[0277] 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.

[0278] 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.

[0279] 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.

[0280] 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.

[0281] 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.

[0282] 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.

[0283] <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.

[0284] 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.

[0285] 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.

[0286] 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.

[0287] <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."

[0288] 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.

[0289] <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."

[0290] 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.

[0291] 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.

[0292] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the "Speed" and "Power" ability parameters increase.

[0293] Additionally, if "Stamina" training is performed and successful, the values ​​of the "Stamina" and "Spirit" ability parameters will increase.

[0294] Additionally, if "Power" training is performed and successful, the values ​​of the "Stamina" and "Power" ability parameters will increase.

[0295] Additionally, if "Spirit" training is performed and successful, the values ​​of the "Speed," "Power," and "Spirit" ability parameters will increase.

[0296] Additionally, if "Wisdom" training is performed and successful, the values ​​of the "Speed" and "Wisdom" ability parameters will increase.

[0297] 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.

[0298] 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".

[0299] 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.

[0300] Although not described here, tables showing the fixed increase values ​​for each of the training items selected are also provided.

[0301] In addition to the fixed increase values ​​mentioned above, the bonus rate is determined based on the characters assigned to each training item and the character identification information table shown in Figure 22 or Figure 23.

[0302] 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.

[0303] 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).

[0304] 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.

[0305] 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.

[0306] 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.

[0307] 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.

[0308] 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.

[0309] <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.

[0310] 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.

[0311] 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.

[0312] 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.

[0313] 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.

[0314] 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.

[0315] 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.

[0316] 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.

[0317] 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.

[0318] 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.

[0319] 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.

[0320] 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.

[0321] 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.

[0322] 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.

[0323] 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.

[0324] 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.

[0325] 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.

[0326] 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.

[0327] 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.

[0328] 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.

[0329] 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.

[0330] 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.

[0331] 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.

[0332] 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.

[0333] 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.

[0334] 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.

[0335] 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.

[0336] 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.

[0337] 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.

[0338] 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.

[0339] 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.

[0340] 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.

[0341] 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.

[0342] 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.

[0343] 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.

[0344] 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.

[0345] 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.

[0346] 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.

[0347] 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.

[0348] 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.

[0349] 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.

[0350] 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.

[0351] 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.

[0352] 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.

[0353] 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.

[0354] 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.

[0355] 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.

[0356] 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.

[0357] 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.

[0358] 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.

[0359] 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.

[0360] 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.

[0361] 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.

[0362] 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.

[0363] 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.

[0364] 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.

[0365] 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.

[0366] 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.

[0367] 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.

[0368] 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.

[0369] 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.

[0370] 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.

[0371] 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.

[0372] 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.

[0373] 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.

[0374] 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.

[0375] Furthermore, upon completion of the training game, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, individual race results, team race results, etc., at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team competition games or races in other games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.

[0376] 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.

[0377] 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.

[0378] Also, when a predetermined time elapses after the evaluation score is displayed, as shown in FIG. 41C, the ability parameters, suitability parameters, and acquired skills of the cultivated character are displayed on the cultivation completion screen 330. At this time, a close operation unit 331 is provided on the cultivation completion screen 330. When the close operation unit 331 is tapped, the cultivation completion screen 330 becomes non-displayed, and the home screen 100 is displayed on the display 26.

[0379] In addition, when the cultivation game ends, a lottery for the factors acquired by the main character is performed, and the factor information is linked and stored in the cultivated character. Although illustration is omitted, on the cultivation completion screen 330, the player can display the factor information acquired by the cultivated character.

[0380] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above cultivation game will be described.

[0381] (Functional Configuration of Player Terminal 1) FIG. 42 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0382] The terminal-side game control program includes an information setting processing program 700, a cultivation game execution program 701, and a cultivation completion processing program 702. The programs listed in FIG. 42 are examples, and many other programs are provided in the terminal-side game control program.

[0383] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. In addition, a number of other storage units are provided in the data storage area 12b. Here, information directly related to the game (hereinafter referred to as game information), such as in a breeding game, is stored in the game information storage unit 751. In addition, temporary storage of various information during the progress of each game, such as a breeding game, 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, and setting information of the player terminal 1, is all regarded as player information. The player information is stored in the player information storage unit 750.

[0384] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a breeding game execution unit 701a, and a processing unit 702a when breeding is completed.

[0385] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the breeding game execution program 701 and the processing program 702 when breeding is completed, causing them to function as the breeding game execution unit 701a and the processing unit 702a when breeding is completed, respectively.

[0386] 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 in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.

[0387] 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.

[0388] When the breeding game is completed, the breeding completion processing unit 702a stores breeding character information including the ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for breeding of the bred character.

[0389] (Functional configuration of server 1000) FIG. 43 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and the functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0390] The server-side game control program includes an information setting processing program 1100, a breeding game execution program 1101, and a breeding game end processing program 1102. The programs listed in FIG. 43 are just examples, and there are also many other programs provided in the server-side game control program.

[0391] In the data storage area 1012b, as storage units for storing data, a player information storage unit 1150 and a game information storage unit 1151 are provided. There are also many other storage units provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151 associated with the player ID. Also, the player information of all players is stored in the player information storage unit 1150 associated with the player ID.

[0392] 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 cultivation game execution unit 1101a, and a cultivation game end processing unit 1102a.

[0393] Specifically, the CPU 1010 operates the information setting processing program 1100 to cause the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the cultivation game execution program 1101 and the cultivation game end processing program 1102 to cause them to function as the cultivation game execution unit 1101a and the cultivation game end processing unit 1102a, respectively.

[0394] When various information is 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. Also, the information setting processing unit 1100a measures time and updates the game points of each player.

[0395] The cultivation game execution unit 1101a executes all processes related to the cultivation game.

[0396] When the cultivation game ends, the cultivation game end processing unit 1102a derives evaluation points, cultivation ranks, etc. for the cultivated cultivation character. Also, the cultivation game end processing unit 1102a determines the factors acquired by the cultivation character by lottery. Then, the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for cultivation, etc. of the cultivation character is associated with the player ID and stored in the game information storage unit 1151.

[0397] 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.

[0398] The processing performed by each functional unit in the above player terminal 1 and server 1000 will be described below using a flowchart.

[0399] (Processing of Player Terminal 1 and Server 1000) <Processing Related to Cultivation Game> FIG. 44 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).

[0400] 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).

[0401] Note that the player information updated by P1 and S1 includes, for example, profile information that can be set by the player. Further, for example, when an operation to add another player as a friend or an operation to unfriend a friend is input as a setting change operation, friend information, which is information regarding friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed for executing the breeding game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a measure time and grant the player a predetermined value of game points at predetermined intervals.

[0402] 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. At 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).

[0403] FIG. 45 is a first flowchart for explaining the preparation stage process (P6) in the player terminal 1. FIG. 46 is a second flowchart for explaining the preparation stage process (P6) in the player terminal 1. FIG. 47 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).

[0404] 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).

[0405] 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).

[0406] 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).

[0407] 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).

[0408] 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.

[0409] 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.

[0410] 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).

[0411] 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).

[0412] Furthermore, while the support card selection screen 200 is displayed (YES in P6-14 of Figure 46), 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).

[0413] Also, while the support card compilation screen 190 is being displayed (YES in P6-18), if 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).

[0414] Also, while the preset selection screen 205A is being displayed (YES in P6-21 of FIG. 47), if 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).

[0415] Also, on the preset selection screen 205A, if a selection operation (tap on the select operation unit 206c) is input (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).

[0416] Also, while the final confirmation screen 205 is being displayed (NO in P6-21), if 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).

[0417] Also, on the final confirmation screen 205, when a determination operation (tap on the start operation unit 205b) is input (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).

[0418] 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).

[0419] 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.

[0420] Further, 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).

[0421] FIG. 48 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).

[0422] 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.

[0423] 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).

[0424] 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).

[0425] 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).

[0426] 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.

[0427] Returning to Figure 44, 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.

[0428] Figure 49 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.

[0429] Figure 50 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).

[0430] 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.

[0431] 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.

[0432] 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.

[0433] Figure 51 is a flowchart for explaining the arrangement 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 processing is to be performed, the characters among the team members extracted in P11-1 for which the processing in P11-3 to P11-7 described later has not been executed (P11-2).

[0434] Also, the breeding game execution unit 701a refers to the character identification information table and confirms the character identification information of the target character selected in P11-2 (P11-3). Also, the breeding game execution unit 701a sets the arrangement 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 "arrange" or "not arrange" based on the arrangement presence / absence table set in P11-4 (P11-5).

[0435] When it is determined to "arrange" (YES in P11-6), the breeding game execution unit 701a determines and stores the training items for arranging 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 arrangement process and executes the numerical value determination process (P12).

[0436] Figure 52 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 processing in P12-2 to P12-9 described later has not been executed, from the training items of "Speed", "Stamina", "Power", "Spirit", and "Wisdom" (P12-1).

[0437] 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).

[0438] Furthermore, the training game execution unit 701a checks the current team ranking (P12-4), and based on the team ranking, it refers to the training level table (Figure 34A) to determine the training level (P12-5).

[0439] 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).

[0440] 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).

[0441] 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).

[0442] FIG. 53 is a flowchart for explaining event determination processing in the player terminal 1. The cultivation game execution unit 701a loads the current turn number (P13-1). Also, the cultivation game execution unit 701a refers to the event occurrence determination table stored in the data storage area 12b and determines whether to cause a scenario event to occur (P13-2). And when it is determined to cause a scenario event to occur, that is, when it is the scenario event occurrence turn (YES in P13-2), based on the event content determination table, the content (event ID) of the scenario event is determined and stored (P13-3).

[0443] Specifically, the cultivation game execution unit 701a generates a lottery table based on the event IDs of the possible scenario events based on the event content determination table. Then, the cultivation game execution unit 701a uses the generated lottery table to determine the content of the scenario event, that is, the event ID by lottery. In addition, when the determined scenario event is an event that changes parameters such as an ability event, the change value is determined.

[0444] Also, the cultivation game execution unit 701a refers to the event occurrence determination table and determines whether to cause a dedicated event to occur (P13-4). And when it is determined to cause a dedicated event to occur, that is, when it is the dedicated event occurrence turn (YES in P13-4), based on the event content determination table, the content (event ID) of the dedicated event is determined and stored (P13-5).

[0445] Specifically, the cultivation game execution unit 701a generates a lottery table based on the event IDs of the possible dedicated events based on the event content determination table. Then, the cultivation 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, the change value is determined.

[0446] In addition, when the main character is a specific character, the breeding game execution unit 701a executes a parameter change process (P13-6) for changing the change value of a parameter that changes by a dedicated event. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined magnification is integrated. Here, the change value changes so as to be advantageous to the player. As a result, when the main character is a specific character, the parameter changes more advantageously by a dedicated event.

[0447] In addition, the breeding game execution unit 701a refers to an 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).

[0448] Specifically, the breeding 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 breeding game execution unit 701a uses the generated lottery table to determine the content of the support event, that is, the event ID, by lottery. When the determined support event is an event that changes a parameter such as an ability event, the change value is determined.

[0449] In addition, when the main character or the support character associated with the support event is a specific character, the breeding game execution unit 701a executes a parameter change process (P13-9) for changing the change value of a parameter that changes by the support event.

[0450] 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).

[0451] 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.

[0452] 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.

[0453] 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.

[0454] 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.

[0455] Returning to FIG. 50, 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).

[0456] Returning to FIG. 49, 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).

[0457] FIG. 54 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).

[0458] 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.

[0459] 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.

[0460] 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).

[0461] 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).

[0462] 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.

[0463] 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.

[0464] 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.

[0465] 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.

[0466] In addition, 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 predetermined conditions. 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.

[0467] In addition, 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.

[0468] 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).

[0469] FIG. 55 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).

[0470] 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 training fails (NO in P21-3), the training game execution unit 701a subtracts ability parameters such as a decrease in condition based on the training failure (P21-4).

[0471] On the other hand, if the training is successful (YES on P21-3), the training game execution unit 701a adds the increase value derived on P12-9 to the main character's ability parameters (P21-5). The training game execution unit 701a also adds the increase value to the bond parameter value determined on P13-12 and P13-13 (P21-6). The training game execution unit 701a also checks the hint event information stored in the hint event determination process (P21-7).

[0472] If hint event information is stored for the selected training item (YES on page 21-8), the training game execution unit 701a will trigger a hint event based on the hint event information related to the selected training item (page 21-9). If multiple hint event information entries are stored for the selected training item, one of the hint events will be triggered. Furthermore, the training game execution unit 701a updates the skill information related to the main character stored in the game information storage unit 751 based on the hint event information triggered on page 21-9 (page 21-10).

[0473] Furthermore, if training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team members to be targeted for the training event based on the training event information related to the selected training item (P21-12).

[0474] Furthermore, the training game execution unit 701a adds "1" to the number of training events for the target team member set in P21-12 (P21-13). The training game execution unit 701a also updates the ability parameters of the training target (P21-14). Once the processing in P21-13 to P21-14 is completed for all team members targeted for the training event (YES in P21-15), the training game execution unit 701a adds a bonus value to the main character's ability parameters based on the selected training item and training event information (P21-16).

[0475] Figure 56 is a flowchart illustrating the inheritance event execution process on player terminal 1. The training game execution unit 701a determines whether the conditions for executing the inheritance event have been met (P22-1). Note that the conditions for executing the inheritance event differ depending on the turn in which the factor is activated. For example, the execution condition for turn 1 is the start of the training main game, and the execution conditions for turns 30 and 54 are that the operation unit displayed on event screen 220b (see Figure 27A) has been operated.

[0476] When the conditions for executing the inheritance event are met (YES on P22-1), the training game execution unit 701a reads out factor information associated with the first and second generation inheritance training characters (P22-2). The training game execution unit 701a also sets a number (numbering) for each of the read factor information to indicate the processing order for determining whether or not to activate them in order (P22-3). Then, based on the number set for each factor information on P22-3, the training game execution unit 701a sets factor 1 as the processing target (P22-4) and sets its activation probability (P22-5).

[0477] The activation probability is set based on the factor level, factor information, and compatibility level. Then, the training game execution unit 701a determines whether to activate the factor to be processed by lottery based on the activation probability set in P22-5 (P22-6). When it is determined that the factor to be processed will be activated (YES in P22-7), it is determined whether the factor type is a basic ability factor or a race factor (P22-8). When the factor type is a basic ability factor or a race factor (YES in P22-8), the increase value of the target ability parameter is determined based on the factor type and factor level (P22-9). In addition, the training game execution unit 701a stores inheritance information including the ability parameter, the increase value of the suitability parameter, and the skill hints to be acquired, etc. (P22-10).

[0478] If the processing from P22-4 to P22-10 has not been completed for all processing targets (NO in P22-11), the training game execution unit 701a newly sets a processing target (P22-4) and repeats the same processing as above. When the processing is completed for all processing targets (YES in P22-11), the training game execution unit 701a displays the event screen 220b related to the inheritance event (P22-12). Then, the training game execution unit 701a updates various parameters based on the inheritance information stored in P22-10 (P22-13).

[0479] Here, for the sake of easy understanding, it is assumed that the training game execution unit 701a in the player terminal 1 executes the process of determining whether a factor is activated. However, the determination of whether a factor is activated may be made by the training game execution unit 1101a in the server 1000. In this case, the player terminal 1 receives the information determined by the server 1000, and based on the received information, the training game execution unit 701a may perform the process of displaying the event screen 220b.

[0480] Returning to Figure 44, once the above-mentioned training stage processing is complete, the training game execution unit 701a on the player terminal 1 executes the training game termination process (P8). In the training game termination process, the training game execution unit 701a stores information about the training character that was trained in the training game in the game information storage unit 751. The training game execution unit 701a also sends termination information to the server 1000. This termination information includes information about the training character, etc. Upon receiving the termination information on the server 1000, the training game termination processing unit 1102a executes the training game termination process (S8).

[0481] Figure 57 is a flowchart illustrating the termination process of the training game on server 1000. The training game termination processing unit 1102a derives an evaluation score based on the termination information received from player terminal 1 (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).

[0482] Furthermore, the training game termination processing unit 1102a determines the factors that the training character will acquire (S8-3). Also, the training game termination processing unit 1102a determines the class based on the number of fans acquired (S8-4). Furthermore, the training game termination processing unit 1102a determines the affection points based on predetermined parameters such as training rank or number of fans (S8-5). Although a detailed explanation is omitted here, the affection points are awarded not to the training character, but to the character from which the training character is based.

[0483] The story screens described above are available in multiples for each character, and some story screens have unlock conditions. Some story screens have affection points as an unlock condition, and once the affection points reach a certain threshold, the player can view that story screen.

[0484] Also, the breeding game end processing unit 1102a determines the alias (S8-6). Here, the conditions achieved in the main breeding game are checked, and the alias that the bred character acquires is determined. Also, the breeding game end processing unit 1102a determines the amount of the first in-game currency to be granted based on the number of fans acquired (S8-7), and determines the amount of the second in-game currency to be granted based on other information (S8-8). For example, the second in-game currency can be used for strengthening the level of support cards, and the grant amount is determined based on the support cards used in this breeding game.

[0485] Then, the breeding game end processing unit 1102a associates the breeding character information including the evaluation points, breeding rank, ability parameters, suitability parameters, acquired skills, inheritance information, factor information, class, alias, etc. with the player ID of the player, and stores it in the game information storage unit 1151 (S8-9). Also, the breeding game end processing unit 1102a sets the breeding result information and causes the player terminal 1 to receive it (S8-10).

[0486] Returning to FIG. 44, when receiving the breeding result information, the breeding completion time processing unit 702a executes the breeding game end processing (P9). Here, the breeding completion time processing unit 702a stores the received breeding result information in the game information storage unit 751. Also, the breeding completion time processing unit 702a displays the breeding completion screen 330 (see FIGS. 41A, 41B, and 41C) on the display 26 based on the breeding result information.

[0487] Through the above processing, the above-described breeding game is realized. Also, the breeding character information related to the breeding character bred (created) by the breeding game is stored in association with the player ID. Note that the processing in the above-described player terminal 1 and server 1000 is merely an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.

[0488] Also, in this embodiment, as described above, a specific event is held irregularly as a time-limited event. During the period when the specific event is held, a specific event icon 108 is displayed on the home screen 100. During the period when the specific event is held, when the breeding game ends, in addition to the normal rewards, specific event points are given to the player. The specific event points acquired by the player are accumulated, and the player can acquire various items based on the accumulated value of the specific event points. Note that when the specific event points reach a predetermined upper limit value, that is, when all the items that can be acquired based on the specific event points have been acquired, the granting of the specific event points may be stopped. Even in this case, a predetermined reward may be additionally given according to the specific event points that could be acquired.

[0489] Also, for example, the player may be able to consume the acquired specific event points to acquire various items. In other words, the player may be able to exchange the specific event points for various items.

[0490] However, the period during which the specific event points can be exchanged for items is limited. Therefore, during the period when the specific event is held, the player needs to repeatedly play the breeding game many times to acquire specific event points. However, players with limited play time for the breeding game will have limited specific event points that can be acquired. Therefore, there is a risk that the gap between players will widen due to the holding of the specific event.

[0491] FIG. 58 is a diagram for explaining the final confirmation screen 205 during the period when the specific event is held. During the period when the specific event is held, an event boost function is provided to the player. The event boost function doubles the amount of game points consumed, thereby doubling the specific event points that can be acquired when the breeding game is completed.

[0492] If the training game is run during the duration of a specific event and the final confirmation screen 205 is displayed during the preparation phase, the final confirmation screen 205 will include an event boost selection section 205d. When the event boost selection section 205d is tapped, an explanation of the event boost function will be displayed. Additionally, a checkbox 205e will be provided to the left of the event boost selection section 205d.

[0493] Players can activate the event boost function by tapping checkbox 205e. After checkbox 205e is tapped, tapping the start operation section 205b will start the main training game, consuming double the normal amount of game points. In this way, players can choose the amount of game points to consume before starting the main training game. When a larger amount of game points is consumed, more specific event points are awarded than when a smaller amount is consumed.

[0494] Figure 59 is a flowchart illustrating the preparation phase processing (P6) on player terminal 1 during the duration of a specific event. During the duration of a specific event, the preparation phase processing will be replaced by the processing of P6-29a, P6-29b, and P6-29c. During the duration of a specific event, only the processing of P6-29a, P6-29b, and P6-29c differs from the normal processing; therefore, only the processing of P6-29a, P6-29b, and P6-29c will be explained here, and the explanation of the other processing will be omitted.

[0495] On the final confirmation screen 205, when a confirmation operation (tapping the start operation unit 205b) is input (YES on P6-28), the training game execution unit 701a determines whether the event boost function is enabled (P6-29a). Here, it is determined whether checkbox 205e is checked, that is, whether checkbox 205e has been operated and information to enable the event boost function has been stored.

[0496] When the event boost function is enabled (YES in P6-29a), the breeding game execution unit 701a determines whether the game points are twice or more the predetermined value (for example, 30) (P6-29b). If the game points are twice or more the predetermined value (YES in P6-29b), the breeding game execution unit 701a transmits confirmation information to the server 1000 (P6-30).

[0497] On the other hand, when the event boost function is not enabled (NO in P6-29a), the breeding game execution unit 701a determines whether the game points are the predetermined value (for example, 30) (P6-29c). If the game points are the predetermined value or more (YES in P6-29c), the breeding game execution unit 701a transmits confirmation information to the server 1000 (P6-30).

[0498] FIG. 60 is a flowchart for explaining the breeding game end process in the server 1000 during the period of holding a specific event. During the period of holding a specific event, in the breeding game end process, between S8-8 and S8-9, the processes of S8-11 to S8-13 are executed. Note that during the period of holding a specific event, only the processes of S8-11 to S8-13 are different from the normal processes. Therefore, here, the processes of S8-11 to S8-13 will be described, and the description of other processes will be omitted.

[0499] The breeding game end process unit 1102a determines the specific event points (S8-11). Note that the method for determining the specific event points is not particularly limited. For example, it is calculated based on the evaluation points, breeding rank, number of fans, main character, and the number of specific characters compiled in the deck. Also, for example, the more the number of acquired double names, the more specific event points may be given. Alternatively, by acquiring a predetermined double name, the given specific event may be added. Furthermore, the specific event points given may increase depending on the type of support cards held and the number of support cards whose levels have been raised to the maximum value.

[0500] Then, if the event boost function is enabled (YES in S8-12), the training game termination processing unit 1102a doubles the specific event points determined in S8-11 (S8-13).

[0501] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.

[0502] The gameplay and processing in the player terminal 1 and server 1000 described in the above embodiment are merely examples. In any case, the information processing program only needs to cause the computer (either or both of the player terminal 1 and server 1000 in this embodiment) to perform the following processing.

[0503] (Processes to be performed by a computer) A process (P6-32 in the embodiment) to set one character selected by the player from among multiple characters, each with multiple clear objectives, as the target character for training in a training game (in the embodiment, the training main game) which includes multiple game intervals (turns in the embodiment), and to set that character as the main character in the embodiment. For each game section, a process is performed to allow the player to select one or more predetermined options (in this embodiment, "Rest", "Training", "Going Out", "Race", "Skill", etc.) (P10-3, P10-4 in this embodiment). A process for deriving the game result based on the selections made by the player (e.g., P20-2, P21-2 in the embodiment). A process to update parameters associated with the character being trained based on the game results (P21-4, P21-5, P20-2, etc. in this embodiment). A process to transition to the next game interval (P10-1 in this embodiment) when the game result is derived based on a selection item that defines the transition from the current game interval to the next game interval (in this embodiment, "Rest", "Training", "Going Out", "Race"). From among multiple selection items, a specific selection item (in this embodiment, an individual race) that can be the target of the clear objective is selected, and if the game result is derived based on the specific selection item, a process is performed to award predetermined points (in this embodiment, the number of fans) based on the specific selection item (P20-4 in this embodiment). Upon completion of the training game, a process is performed to award the player a reward based on predetermined points (S8-7 in this embodiment).

[0504] Then, in a game section where a specific selection item for the clear objective set for the character being trained is designated as a selection item that the player can choose, the player is made able to select the specific selection item for the clear objective, while other selection items that define the transition from the current game section to the next game section are made unselectable (P10-3, P10-4 in this embodiment).

[0505] In the above embodiment, multiple specific selection items with different difficulty levels are provided. Furthermore, the character includes a first character (character A in Figure 8B in the embodiment) and a second character (character B in Figure 8B in the embodiment). Furthermore, the first character has multiple specific selection items with a difficulty level (GI in this embodiment) of a predetermined difficulty level or higher set as targets for clearing. Furthermore, the second character has fewer specific selection items at a difficulty level above a certain level that are set as targets for clearing the game, compared to the first character. Furthermore, if the second character is set as the character to be trained, it becomes possible to select specific options that are set as the target of the first character's clear objective.

[0506] However, in the above embodiment, the difficulty levels of all the races may be the same. Also, the same clear goal may be set for all characters.

[0507] In addition, a process for managing game points consumed to execute the breeding game (P1, S1, S6-12 in the embodiment) is executed. The process for managing game points grants game points to the player according to a predetermined granting condition, enables the player to select the consumption amount of game points before the start of the breeding game, and the process for granting a reward to the player grants a larger amount of a predetermined reward (specific event points in the embodiment) when the consumption amount of game points is large than when it is small.

[0508] Note that, in the above embodiment, the event boost function is limited to the period during which a specific event is held. However, the event boost function may also be executable outside the period during which the specific event is held. In this case, for example, it is preferable that by enabling the event boost function, the number of fans and the number of other rewards obtained increase.

[0509] Note that the information processing program for executing the processes in the above embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modified examples may be an information processing method for realizing each function and the steps shown in the flowchart.

Description of Reference Numerals

[0510] 1 Player Terminal 1000 Server G Game Device S Information Processing System

Claims

1. A process for allowing a player to select one or more selection items, which are predetermined for each game section, from among a plurality of selection items including a first selection item from which a game result is derived based on a first parameter linked to a character to be trained in a training game including a plurality of game sections, and a second selection item; a process of deriving a game result based on the first parameter when the first selection item is selected by a player; updating the first parameter based on the selection of the second selection item by a player; a process of transitioning the game interval based on a selection of the selection item that specifies a transition from the current game interval to the next game interval; The computer executes the above. The first selection item includes a plurality of specific selection items that are targets for a goal to be cleared; The specific selection item has a selection condition for making it selectable by the player. Information processing program.

2. The selection conditions are set for each of the plurality of specific selection items. The information processing program according to claim 1 .

3. A process of updating a second parameter when the first selection item is selected and the game result is derived. The computer executes the above. the selection condition includes that the second parameter is a predetermined value; The process of making the selection item selectable by the player includes: displaying, in the game section in which the specific selection item is determined as the selection item to be selected by the player, the specific selection item that satisfies the selection condition and the specific selection item that does not satisfy the selection condition in a distinguishable manner; 3. The information processing program according to claim 1 or 2.

4. A plurality of the first selection items having different levels of difficulty are provided, the update value of the second parameter varies depending on the game result derived when the first selection item is selected; The information processing program according to claim 3.

5. 1. An information processing method performed by a computer, comprising: The computer, a process for allowing a player to select one or more selection items, which are predetermined for each game section, from among a first selection item and a second selection item, in which a game result is derived based on a first parameter associated with a character to be trained in a training game including a plurality of game sections; a process of deriving a game result based on the first parameter when the first selection item is selected by a player; updating the first parameter based on the selection of the second selection item by a player; a process of transitioning the game interval based on a selection of the selection item that specifies a transition from the current game interval to the next game interval; To carry out the above. The first selection item includes a plurality of specific selection items that are targets for a goal to be cleared; The specific selection item has a selection condition for making it selectable by the player. Information processing methods.

6. One or more computers; The computer includes: a process for allowing a player to select one or more selection items, which are predetermined for each game section, from among a first selection item and a second selection item, in which a game result is derived based on a first parameter associated with a character to be trained in a training game including a plurality of game sections; a process of deriving a game result based on the first parameter when the first selection item is selected by a player; updating the first parameter based on the selection of the second selection item by a player; a process of transitioning the game interval based on a selection of the selection item that specifies a transition from the current game interval to the next game interval; To carry out the above. The first selection item includes a plurality of specific selection items that are targets for a goal to be cleared; The specific selection item has a selection condition for making it selectable by the player. Information processing system.