Program, information processing device, and information processing method

JP2023100008A5Active Publication Date: 2025-03-26CYGAMES INC
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2023009004
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-01-24
Publication Date
2025-03-26
Estimated Expiration
2042-01-04

AI Technical Summary

Technical Problem

Players inexperienced in conventional games face difficulty in selecting a suitable character for accomplishing missions due to the complexity of determining the character's suitability.

Method used

A program and information processing system that selects and trains character actions based on mission requirements, restricting inappropriate actions, and provides rewards, while displaying information to guide the player towards suitable characters.

Benefits of technology

Improves input convenience by allowing players to easily identify and select characters suitable for missions without memorizing individual actions, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a program, an information processing system, and an information processing method for improving a player's input convenience.SOLUTION: A target race to be participated is set according to types of characters for each of the characters to be grown, selection of action differing from participation in the target race is restricted in a situation in which selection of participation in the target race is received, a mission target race requiring participation for accomplishment of a mission is set for the mission, information on a target race strung with a character selectable as an object to be grown is referenced, a character who can participate in a mission target race corresponding to a selected mission is extracted, and display regarding the extracted character is performed.SELECTED DRAWING: Figure 21
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a program, an information processing apparatus, and an information processing method for a game that selects actions of a character to be trained and trains the character based on the results of the selected actions.

Background Art

[0002] Conventionally, games having an element of training a character selected by a player have been known. As one of the game functions, there has been a mission function in which a mission is achieved and a reward is obtained by game play using the character selected by the player (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional mission function, it is difficult for players with inexperienced play experience to select a character suitable for mission achievement, and there is a cumbersome element that the player himself / herself needs to view individual information of the character and determine whether it is a character suitable for mission achievement.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing system, and an information processing method that improve the input convenience for players.

Means for Solving the Problems

[0006] (1) The present invention relates to a program for a game in which the player selects an action for a character to be trained, trains the character based on the results of the selected action, and is provided with a reward associated with the mission when the mission is completed during training, wherein the program comprises a first input receiving unit that receives input to select an action for the character to be trained, and a second input receiving unit that receives input to select a mission and controls the display of information associated with the selected mission, wherein each of the characters to be trained has a set of required actions according to the type of character, the first input receiving unit restricts the selection of actions other than the required actions when accepting the selection of the required actions, specific conditions associated with the completion of the mission are set for the mission, and the second input receiving unit refers to the information of the required actions linked to the characters that can be selected as training targets, extracts characters that satisfy the specific conditions corresponding to the selected mission, and displays information about the extracted characters.

[0007] (2) In the program of the present invention, the second input receiving unit may refer to the information of the required actions associated with the character that can be selected as a training target and the information of the initial status of the character, and extract the character that satisfies the specific conditions corresponding to the selected mission.

[0008] (3) In the program of the present invention, the second input receiving unit may receive the selection of the character extracted in association with the selected mission and perform processing to pass the character selection information to the input interface for selecting a training target.

[0009] (4) The present invention relates to an information processing system for a game in which the player selects an action for a character to be trained, trains the character based on the results of the selected action, and provides a reward associated with the mission when the mission is completed during training, the system comprising: a first input receiving unit that receives input to select an action for the character to be trained; and a second input receiving unit that receives input to select a mission and performs control to display information associated with the selected mission, wherein each of the characters to be trained has a set of required actions according to the type of character, the first input receiving unit restricts the selection of actions other than the required actions when accepting the selection of the required actions, specific conditions associated with the completion of the mission are set for the mission, and the second input receiving unit refers to the information of the required actions linked to the characters that can be selected as training targets to extract the characters that satisfy the specific conditions corresponding to the selected mission, and displays information about the extracted characters.

[0010] (5) The present invention relates to an information processing method for a game in which the player selects an action for a character to be trained, trains the character based on the result of the selected action, and provides a reward associated with a mission when the mission is completed during training, comprising: a first input receiving step of receiving input to select an action for the character to be trained; and a second input receiving step of receiving input to select a mission and performing control to display information associated with the selected mission, wherein each of the characters to be trained is assigned a required action according to the type of character, the first input receiving step restricts the selection of an action other than the required action when accepting the selection of the required action, and specific conditions associated with the completion of the mission are set for the mission, and the second input receiving step refers to the information of the required action associated with the character that can be selected as a character to be trained, extracts the character that satisfies the specific conditions corresponding to the selected mission, and displays information about the extracted character.

[0011] The above program, information processing system, and information processing method improve player input convenience by allowing players to identify characters suitable for completing a mission without having to manually check each character's individual required actions, as they extract and display characters that meet specific conditions related to mission completion by referring to the required actions of each character.

[0012] Furthermore, by referencing the character's initial stats when extracting characters, it becomes possible to present players with characters more suitable for completing missions, thereby further improving input convenience.

[0013] Furthermore, by transferring the selected character information from the extracted characters to the input interface for selecting the character to be trained, the player will no longer need to remember the extracted characters, thus further improving input convenience. [Brief explanation of the drawing]

[0014] [Figure 1] This is a diagram showing the overall configuration of the information processing system. [Figure 2] This is a functional block diagram of the server related to the character development function, which is one of the functions implemented in the information processing system. [Figure 3] This is a functional block diagram of a player terminal related to the character development function, which is one of the functions implemented in the information processing system. [Figure 4] This flowchart shows an example of the process related to the character development function. [Figure 5] This figure shows an example of the character selection screen displayed on the player's terminal. [Figure 6] This figure shows an example of the inheritance character selection screen displayed on the player's terminal. [Figure 7] This figure shows an example of the inherited character list screen displayed on the player's terminal. [Figure 8] This figure shows an example of the inheritance character selection screen displayed on the player's terminal. [Figure 9] This figure shows an example of the inheritance character selection screen displayed on the player's terminal. [Figure 10] This figure shows an example of the support team configuration screen displayed on the player terminal. [Figure 11] This figure shows an example of the final confirmation screen displayed on the player terminal. [Figure 12] This figure shows an example of the training home screen displayed on the player's device. [Figure 13] This figure shows an example of a training screen displayed on a player terminal. [Figure 14]It is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 15] It is a diagram showing an example of a training home screen displayed on a player terminal. [Figure 16] It is a diagram showing an example of a race list screen displayed on a player terminal. [Figure 17] It is a diagram showing an example of a goal achievement notification screen displayed on a player terminal. [Figure 18] It is a diagram showing an example of a goal list screen displayed on a player terminal. [Figure 19] It is a diagram showing an example of a training goal completion screen displayed on a player terminal. [Figure 20] It is a diagram showing an example of a goal list screen displayed on a player terminal. [Figure 21] It is a flowchart showing an example of a process related to a special mission. [Figure 22] It is a diagram showing an example of a mission list screen displayed on a player terminal. [Figure 23] It is a diagram showing an example of a race detail dialog box displayed on a player terminal. [Figure 24] It is a diagram showing an example of an extraction result dialog box displayed on a player terminal. [Figure 25] It is a diagram showing an example of a training character selection screen displayed on a player terminal. [Figure 26] It is a diagram showing an example of a training home screen displayed on a player terminal. [Figure 27] It is a diagram showing an example of a race list screen displayed on a player terminal.

Mode for Carrying Out the Invention

[0015] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the invention described in the claims. Also, not all of the configurations described in these embodiments are essential constituent elements of the present invention.

[0016] 1. Configuration of the Information Processing System Figure 1 is a diagram showing the overall configuration of the information processing system 10 of this embodiment. As shown in Figure 1, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected by a network 30 such as the Internet, a mobile phone network, LAN, or WAN, thus establishing a so-called client-server communication system. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20 to send and receive various information.

[0017] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main memory such as ROM or RAM and an auxiliary storage device such as an HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. The server 20 performs various processes according to the program stored in the storage unit 22, which is controlled by the control unit 21. The server 20 also receives information from the player terminal 40 via the communication unit 23 and transmits information regarding the results of the processes performed by the control unit 21 to the player terminal 40.

[0018] The player terminal 40 is a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or home. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main memory such as ROM or RAM and an auxiliary storage device such as flash memory, HDD, or SSD, an operation / input unit 43 consisting of a touch panel, keyboard, microphone, etc., a display unit 44 consisting of an LCD or organic EL display, etc., and a communication unit 45 consisting of a communication module or communication interface. The player terminal 40 also performs various processes according to the program stored in the storage unit 42. The player terminal 40 also receives information from the server 20 via the communication unit 45 and transmits information to the server 20 and other player terminals 40.

[0019] The information processing system 10 of this embodiment has the function of providing a game through the player terminal 40 in which the player raises a character modeled after a racehorse, and when a mission is completed during the raising process, the player is given a reward corresponding to the completed mission. In particular, the information processing system 10 of this embodiment has the function of receiving input to select the actions of the character to be raised, receiving input to select a mission and displaying information related to the selected mission, and so on. The following describes the case in which these functions are mainly implemented on the player terminal 40. However, the functions described above may also be mainly implemented on the server 20, or they may be shared between the server 20 and the player terminal 40.

[0020] Figure 2 is a functional block diagram showing the main functions of server 20.

[0021] In the information processing system 10, the server 20 has the function of managing players and characters using various identification information, and the function of performing calculations necessary for the game to progress in response to requests from the player terminal 20 and transmitting the calculation results to the player terminal 40. These functions are realized through the cooperation of the server data storage unit 50 and the game calculation unit 60.

[0022] The server data storage unit 50 includes a player management database 51 and is primarily implemented by the storage unit 22. In this embodiment, the player management database 51 stores a character list, item list, training target list, and mission completion data, linked to the player ID assigned to each player.

[0023] The character list includes, for example, the individual character ID assigned to each trained character, the character type ID indicating the character's type, the character's stats (rarity, evaluation points, course suitability, distance suitability, running style suitability, running technique, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, race results during training).

[0024] In this embodiment, "trained character" means a character that has been trained using the training function, which is one of the game functions implemented in the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.

[0025] In this embodiment, there are both a "character individual ID" and a "character type ID," and the difference between them is as follows.

[0026] First, the "Character Individual ID" is an ID assigned when a character's training is completed in the training function and the trained character is registered in the character management database 51. It is used to identify each trained character linked to the player ID.

[0027] Furthermore, in this embodiment, the training function allows the player to select a character to train from multiple types, and the "character type ID" is an ID assigned to identify the type of character that has already been trained.

[0028] Furthermore, "locked status" indicates whether or not a trained character can be transferred (removed from the character list). If unlocked, a character can be transferred; if locked, a character cannot be transferred. Situations that result in a character being locked include when the player has individually selected a character from the list of trained characters, or when a trained character is registered to participate in a race.

[0029] The training target list stores data where information indicating whether a character type ID is unlocked or not is associated with that character. In this embodiment, characters associated with unlocked information in the training target list are the characters that the player can select as training targets in the training function. In this embodiment, it is also possible to unlock new characters through unlocking items or character acquisition lotteries, and the number of characters that a player can select as training targets will vary.

[0030] The item list includes data on items owned by the player, enhancement points, and in-game currency. In this embodiment, for example, the items owned and their quantities, the amount of enhancement points owned, and the amount of in-game currency owned are stored in the player management database 51 as the item list.

[0031] The items in this embodiment are used, for example, to support character development or to change the conditions for participating in races, and can be acquired depending on the race results or by spending in-game currency.

[0032] Furthermore, enhancement points are used, for example, to enhance support items, which are items that support character development. The more you enhance support items, the more advantageous the development environment becomes for character growth.

[0033] Mission completion data is data that manages the mission completion history linked to the player ID. In this embodiment, multiple special missions that are completed using the training function are set for a limited time, and information indicating whether each special mission is "completed" or "not completed" is stored as mission completion data, linked to the mission ID assigned to each special mission.

[0034] The game calculation unit 60 performs calculations necessary for the game's progress in response to requests from the player terminal 20 and transmits the calculation results to the player terminal 40. It also performs data necessary for the game's progress in response to requests from the player terminal 20 and transmits it to the player terminal 40. This is mainly implemented by the control unit 41 and the communication unit 45. For example, in the training function, when the game calculation unit 60 receives a request regarding training instructions from the player terminal 20, it calculates whether the training was successful or unsuccessful and transmits the calculation result to the player terminal 40. Also, for example, when the game calculation unit 60 receives a request regarding participation in a race in the training function, it performs a race simulation involving multiple characters, including the character being trained and non-player characters (NPCs), and transmits the results of the race simulation to the player terminal 40.

[0035] Figure 3 is a functional block diagram showing the main functions of the player terminal 40.

[0036] As shown in Figure 3, the player terminal 40 in the information processing system 10 of this embodiment has a terminal data storage unit 70 and a game execution unit 80 working together to implement a function that accepts input to select an action for the character to be trained, a function that accepts input to select a special mission, and a function that displays information related to the selected special mission.

[0037] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is mainly implemented by the storage unit 42.

[0038] The terminal data storage unit 70 includes a player data storage unit 71, which stores data such as a character list, a training target list, and an item list corresponding to the player ID. In this embodiment, when the application starts and ends, and in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data associated with the player ID (such as the character list, training target list, and item list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, if it becomes necessary to change the character list, training target list, or item list in connection with the execution of various game processes, the contents of the player data storage unit 71 are updated, and the updated contents are backed up in the player management database 51 of the server 20, and the contents of both are synchronized. Alternatively, data associated with the player ID, such as the character list, training target list, and item list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application starts.

[0039] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function for characters that can be selected as training targets in the training function (characters with character type IDs associated with unlocked information in the training target list). In this embodiment, training goals and game events are provided for each character regarding the training function, and training progress data, including at least the settings for training goals and game events, is stored in the training progress data storage unit 72 linked to the character type ID.

[0040] The terminal data storage unit 70 also includes a mission data storage unit 73, which stores the completion deadline, completion conditions, and completion rewards, linked to the mission ID assigned to each special mission. The completion deadline sets the period until the special mission is no longer available, and is set to, for example, 7 days. The completion conditions are those that can be achieved by training characters in the training function, and are set as completion conditions for each special mission, for example, training a character a predetermined number of times or achieving a predetermined finishing position in a predetermined race during character training. The completion rewards are items and other rewards that are provided when the completion conditions of a special mission are met, and are managed with a reward ID corresponding to the reward content. In this embodiment, if participation in a race is required to complete a special mission, the race ID of the race that must be participated in is stored in the mission data storage unit 73 as a specific condition, linked to the mission ID of that special mission.

[0041] The game execution unit 80 performs processes such as starting the game when the game start conditions are met, executing a selected game mode from among several types of game modes, progressing the game, generating an event when the event occurrence conditions are met, calculating the game result, terminating the game when the game end conditions are met, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data from the player terminal 40 to the server 20, and is mainly implemented by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 60 includes a first input receiving unit 81 and a second input receiving unit 82 that provide an input interface for receiving input from the player.

[0042] The first input receiving unit 81 and the second input receiving unit 62 perform processing to display a display screen on the display unit 44 according to the progress of the game, and to provide an input interface that accepts player input through the display screen.

[0043] The first input receiving unit 81 processes input to select an action for the character being trained in the training function, which is a game function for training characters. In this embodiment, when training a character in the training function, it is required to select an action that will consume a turn each turn. Actions that will consume a turn include training, participating in a race, going out, and going to the infirmary. The first input receiving unit 81 receives the selection of an action to consume a turn through the training home screen displayed on the display unit 44, and requests the server 20 to calculate the result for the selected action.

[0044] In this embodiment, training objectives are set according to the type of character being trained, and there are mandatory actions that must be selected in a given turn within the training objective. For example, the training objective may be to participate in a given race or to achieve a given finishing position in a given race. In this case, in a turn in which a given race associated with the training objective is set, participating in the race becomes a mandatory action, and actions that consume a turn other than participating in the race cannot be selected. Thus, the first input receiving unit 81 performs control that restricts the selection of actions other than the mandatory action in a turn in which the selection of a mandatory action is accepted.

[0045] The second input receiving unit 82 receives input to select a special mission and controls the display of information associated with the selected special mission. In this embodiment, there are multiple special missions, and by fulfilling the completion conditions of each special mission using the training function, the reward set for the special mission that has fulfilled its completion conditions is provided. The second input receiving unit 82 displays the mission list screen on the display unit 44 so that the unlocked special missions can be confirmed, and when it receives input to select a special mission from the mission list screen that has not been completed and requires participation in a race, it displays a race details dialog box on the display unit 44 that displays detailed information about the race required to complete that special mission.

[0046] In this embodiment, when a predetermined input is made in the race details dialog box, it is possible to view information on characters suitable for achieving the special mission. When a predetermined input is made in the race details dialog box, the second input receiving unit 82 refers to information such as required actions associated with the characters that can be selected as training targets, extracts characters suitable for achieving the selected special mission, and displays an extraction result dialog box showing a list of the extracted characters on the display unit 44. For character extraction, the training function searches for the training goals of each character that can be selected as training targets, and extracts characters that satisfy either of the following conditions: the race associated with achieving the special mission (mission target race) is set as the target race for the training goal, or no target race is set in the turn in which the mission target race is set.

[0047] Additionally, the initial stats of each character that can be selected for training may also be used to extract characters. For example, characters can be extracted by referring to each character's distance suitability (short distance, mile, middle distance, long distance) and course suitability (turf, dirt). Specifically, for the mission target race, characters may be extracted using the additional extraction condition that the distance suitability and course suitability in the character's initial stats are both B or higher (A or B).

[0048] 2. Control method of this embodiment In the following, the control method of this embodiment will be explained using the example of applying the game program of this embodiment to a game application on a player terminal 40 provided as a smartphone.

[0049] The game program of this embodiment is configured to provide multiple types of game functions. In the main game function, the training function, players select a character to train from multiple types of characters, and the character's status changes as the game progresses. When predetermined termination conditions are met, the character's status is finalized and training is complete. This trained character can then race against characters trained by other players in the race battle function, another game function. In this embodiment, the number of trained characters that can be registered in the character list is predetermined, and once the upper limit of the training slots (for example, 230 characters) is reached, it becomes impossible to train new characters using the training function. Therefore, it is necessary to remove trained characters from the character list to free up training slots.

[0050] In the information processing system 10 to which the game program of this embodiment is applied, there is a special mission that is unlocked for a limited time of 7 days, and by using the training function to complete the special mission, players can obtain rewards such as in-game currency.

[0051] Before explaining the features related to special missions, let's first describe the character development features.

[0052] The training function allows players to select one character from several types to train. Each of the selectable character types has its own set of initial stats. In addition, each character acquired from the start of training has a unique skill (unique skill) corresponding to its type, and the activation conditions and effects of these unique skills differ for each character. Furthermore, each of the selectable character types has a set growth correction rate for parameters such as speed, stamina, power, tenacity, and intelligence, with some parameters being easier to increase depending on the character type.

[0053] Once you select a character to train and begin training, you can train them by giving training instructions in each of the up to 75 turns. Specifically, giving training instructions related to performance parameters such as speed, stamina, power, tenacity, and intelligence will result in changes to those parameters and the acquisition of skill points depending on the training results. You can also spend one turn by instructing the character to participate in a race, and the results will result in changes to those parameters and the acquisition of skill points. Furthermore, if you meet the conditions for triggering an event during training, an event will occur, increasing the types of skills that can be acquired and causing changes to performance parameters. The aforementioned skill points are used to allow the character to acquire skills, and you can acquire skills by spending the skill points you possess from the list of available skills.

[0054] Furthermore, in character development, multiple development goals are set for each character depending on the type of character being developed. These development goals include participating in a target race, achieving a certain position within the target race, and acquiring a certain number of fans by a set number of turns. In this embodiment, when a character being developed participates in a race, they acquire a number of fans according to their finishing position, and the conditions for participating in a race are determined by the number of fans.

[0055] In this embodiment, multiple training goals set for each character are established up to turn 72, and turns 73 to 75 constitute the final race. The final race is conducted over three turns: a qualifying race, a semi-final race, and a final race, and instructions regarding training can be given before each race.

[0056] Also, in this embodiment, in the cultivation of characters, when a cultivation goal of achieving a result within a predetermined finishing order in the target race is set, there is a continuation function as a relief function when a result within the designated finishing order cannot be obtained. This continuation function gives the player an opportunity to challenge the target race again, and the player can challenge the target race again by consuming the pre-given number of continuation times. In this embodiment, the number of continuation times is three times through the cultivation of one character.

[0057] And in the cultivation game function, when any one of a plurality of predetermined end conditions is satisfied, the game will transition to the cultivation end confirmation state.

[0058] First, when reaching the final race of the final race, that is, when reaching the 75th turn, the cultivation ends with the end of the final race. If the result is 2nd place or lower in the final race and there are remaining continuation times, the player can challenge again. If the result is 2nd place or lower in the final race after consuming all the continuation times, the cultivation ends at that time. Whether to use the continuation function is left to the player. If the player chooses not to use the continuation function, the cultivation ends at that time.

[0059] Also, when the cultivation goal set for each character is not achieved in the turns up to the 72nd turn, the cultivation ends.

[0060] For example, when the cultivation goal is to obtain a predetermined number of fans, the cultivation ends because the number of fans has not reached the specified number in the turn set for the cultivation goal. In this case, the continuation function cannot be used, so the cultivation ends because the number of fans has not reached the predetermined number when the turn to be judged arrives.

[0061] For example, if the training goal is to participate in a target race, then simply being able to participate in the target race will result in achieving the training goal regardless of the finishing position in that race. However, each race requires that the trainer has acquired a certain number of fans to qualify for it. If the trainer has not acquired the required number of fans by the time of the target race, they will be ineligible to participate in the target race, and the training will end.

[0062] For example, if the training goal is to finish within a certain position in a target race, training will end at that point if the conditions for participating in the target race are not met. Similarly, if the horse participates in the target race but fails to finish within the specified position and has no continues remaining, training will also end. As mentioned earlier, the use of the continue function is optional for the player, and even if continues are available, if the player chooses not to use the continue function, the training goal will be considered unfulfilled and training will end.

[0063] Furthermore, if the game has progressed beyond turn 73, in the final qualifying and semi-final races, winning first place in each will allow the player to advance to the next turn. However, if the player finishes second or lower and has no continues remaining, the training ends. In this case as well, if the player chooses not to use the continue function, the training ends at that point.

[0064] In this embodiment, once the conditions for completing training are met, the system transitions to a training completion confirmation state. This training completion confirmation state provides a final opportunity to acquire skills before the character's status is finalized, allowing the player to acquire skills by consuming any skill points they currently possess. The training completion confirmation state also includes an input interface for confirming the completion of training. Once the player confirms the completion of training, the character's status is finalized, and information about that character is registered as a trained character in the character list of the player data storage unit 71 and the character list of the player management database 51.

[0065] Once the training completion confirmation state is reached and the status of the character being trained is finalized, rewards will be provided according to the training results. In this embodiment, in-game currency and enhancement points will be provided as rewards according to the total number of fans acquired by the end of training. In this embodiment, if the conditions for completing special missions are met during character training, rewards for completing the special missions will also be provided. In this embodiment, there are multiple special missions, and the rewards, such as in-game currency, are set individually for each special mission. The conditions for completing each special mission are set as obtaining a predetermined finishing position in a predetermined race, training the character a predetermined number of times, etc., and rewards can be received by fulfilling the conditions within the 7-day period during which the special missions are unlocked.

[0066] Below, we will explain in more detail the game progression of the character development function, referring to Figure 4.

[0067] First, prior to starting character training, the player selects a character to be trained (step S101). In this embodiment, as shown in Figure 5, the player can select a character to train by tapping a character icon 301 to identify the character on the character selection screen. Information on selectable characters (trainable characters) is managed in the player data storage unit 71 in the character selection list, and the character type ID of the trainable character is obtained from the character selection list to display the character selection screen. On the character selection screen, the player can check the initial status information of the selected character. In this embodiment, the initial status information that can be checked on the character selection screen includes performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (front-runner, lead-setter, stalker, closer).

[0068] When the character icon 301 of the character to be trained is selected on the training character selection screen shown in Figure 5, and the progress button 302 is tapped, the display screen transitions to the inheritance character selection screen, as shown in Figure 6, and the selection of the inheritance character is accepted (step S102).

[0069] In this embodiment, when a player trains a character they have previously trained, they can select two characters to inherit from that character. Based on the inheritance factors (parameters acquired by the inherited characters during their training) associated with the two selected inherited characters, the player can then enhance the stats of the character to be trained.

[0070] When selecting an inherited character, a list of selectable inherited characters is displayed by tapping either the inheritance slot 303 or inheritance slot 304, which are provided as two slots. When a tap is made on inheritance slot 303 (or inheritance slot 304) on the inherited character selection screen shown in Figure 6, the player data storage unit 71 refers to the character list, which refers to the list of trained characters (inherited character list), and generates and displays the inherited character list screen as shown in Figure 7. On the inherited character list screen, a character can be selected by tapping on the character icon 306, and when a tap is made on the progress button 309 while any inherited character is selected, the player returns to the inherited character selection screen as shown in Figure 8.

[0071] Furthermore, the selection of inherited characters is not limited to characters that the player has trained themselves; players can also rent and use trained characters trained by other characters that they have registered as friends. In this embodiment, players can rent trained characters trained by other characters up to three times per day. In the inherited character list screen shown in Figure 7, there is a tab 307 for trained characters and a tab 308 for rentals. When a tap is made on the rental tab 308, a rental character acquisition request is sent to the server 20. Upon receiving the rental character acquisition request, the server 20 refers to the friend registration information (profile information of other players who have been registered as friends) associated with the player ID that sent the rental character acquisition request, and sends a list of rental characters (rental character list) that other players who have been registered as friends have set in their profile information to the player terminal 40. The player terminal 40 then generates and displays the inherited character list screen based on the received rental character list.

[0072] Furthermore, in order to begin character development, it is necessary to select two inheritance characters. As shown in Figure 8, if only one inheritance character is selected, the progress button 305 will be grayed out, and it will not be possible to proceed with preparing to begin character development.

[0073] As shown in Figure 9, when two inheritance characters are selected on the inheritance character selection screen and the progress button 305 is tapped, the display screen transitions to the support formation screen, as shown in Figure 10, and accepts the selection of support items (step S103).

[0074] In this embodiment, there is a support item modeled after a card as an item for supporting the cultivation of characters. By using the support item, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When cultivating a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is a rental specification that rents the support items held by other players as a friend frame.

[0075] Support items are classified into six categories according to their performance: speed, stamina, power, perseverance, wisdom, and friends. For speed, stamina, power, perseverance, and wisdom, as the name implies, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. For friends, they exert an effect of recovering physical strength and motivation. The category of the support item can be identified by the category icon, and the player selects the six support items to be used in this cultivation relying on the category icon. In addition, there are three levels of rarity for the support item: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.

[0076] As shown in Figure 10, the support configuration screen has five player support slots 310-314 and one friend support slot 315. When a tap is made on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to obtain a list of support items (player support list). Based on the obtained player support list, a screen is generated that displays a list of support items owned by the player, and the selection of a support item is accepted. When a tap is made on the friend support slot 315, a friend support acquisition request is sent to the server 20. Upon receiving the friend support acquisition request, the server 20 references the friend registration information associated with the player ID that sent the request and sends a list of support items (friend support list) set in the profile information of other registered friends to the player terminal 40. Based on the received friend support list, the player terminal 40 generates a screen that displays a list of support items that can be set in the friend support slot 315, and the selection of a support item is accepted.

[0077] As shown in Figure 10, when the player taps the "Start Training" button 316 with six support items arranged on the support arrangement screen, the display screen transitions to the final confirmation screen, as shown in Figure 11, to accept the player's confirmation input to start training (step S104). The final confirmation screen displays the player's selected training target character, inheritance character, and support item arrangement.

[0078] Then, when the training start button 317 is tapped on the final confirmation screen, the training progress process for training the character is initiated (step S105). In this embodiment, when the training start button 317 is tapped on the final confirmation screen during the preparation stage for starting training, the character to be trained is set as the default character. This setting of the default character is intended to make the default character the initial character selected on the training target selection screen when training is performed next time, which is highly convenient for players who repeatedly train the same character.

[0079] Figure 12 shows an example of a training home screen, which is one type of display screen used during character development.

[0080] In this embodiment, the character training function basically transitions from the training home screen to a screen for issuing instructions for various actions such as training. The training home screen displays the character being trained with animation, and also includes a status display area 401 that displays the character's current status (speed, stamina, power, tenacity, intelligence, skill points).

[0081] The training home screen also displays a stamina gauge 402 and a motivation icon 403. The stamina gauge 402 is a gauge that shows stamina, a parameter that affects the failure rate of training. It fluctuates depending on training, race participation, and game events that occur during training. When stamina decreases, training becomes more likely to fail and motivation decreases. The motivation icon 403 is a parameter that shows the condition of the character being trained. In this embodiment, there are five levels: very poor, poor, normal, good, and excellent. This motivation parameter affects the training effect and performance parameters when participating in races. When the character is very poor or poor, the training effect and performance parameters when participating in races are reduced compared to the normal state. When the character is in good or excellent condition, the training effect and performance parameters when participating in races are increased compared to the normal state.

[0082] The training home screen also includes buttons for selecting various actions such as training: a rest button 404, a training button 405, a skill button 406, a nurse button 407, an outing button 408, and a race button 409. In this embodiment, as a general rule, one instruction for one type of action (specifically, one of the following: rest, training, nurse, outing, or race) can be given per turn. Once the processing of the action corresponding to the instruction given in the current turn is completed, the current turn is consumed, and the game proceeds to the next turn. In this embodiment, acquiring skills is an exception and does not consume a turn. In this embodiment, as described above, five types of actions are set in the training function that consume one turn: rest, training, nurse, outing, and race. These may be referred to as turn-consuming actions as needed.

[0083] The rest button 404 is used to instruct the player to rest in order to recover stamina. When the rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the player's decision to rest. Subsequently, when the player taps the confirm button in the rest confirmation dialog box, a rest result request is sent to the server 20. Upon receiving the rest result request, the server 20 performs calculations regarding the amount of stamina recovered and whether or not a game event has occurred, and sends a rest result response containing the calculation results to the player terminal 40. Upon receiving the rest result response, the player terminal 40 displays an animation to recover the stamina gauge 402 based on the calculation results included in the rest result response, and if a game event has occurred, it executes the processing related to the game event.

[0084] The training button 405 is used to give training instructions to change the character's performance parameters. When the training button 405 is tapped, the display screen transitions to the training screen, as shown in Figure 13.

[0085] On the training screen, the area where various buttons were located on the training home screen is occupied by the Speed ​​button 410, Stamina button 411, Power button 412, Guts button 413, and Intelligence button 414. In this embodiment, for the sake of explanation, the buttons used to give instructions for each type of training may be collectively referred to as training buttons.

[0086] On the training screen, training instructions are given by tapping the selected training button. The selected training button can be changed by tapping a different training button.

[0087] The training screen displays how much each performance parameter will increase and how many skill points will be gained based on the training instructions given by the selected training button. In the example shown in Figure 13, the speed button 410 is selected, and it can be seen that if speed training is instructed, speed will increase by 10, power will increase by 4, and 3 skill points will be gained. In this embodiment, when speed training is performed, speed and power increase; when stamina training is performed, stamina and tenacity increase; when power training is performed, power and stamina increase; when tenacity training is performed, tenacity, power, and speed increase; and when intelligence training is performed, intelligence and speed increase. Skill points can be gained in any type of training.

[0088] In this embodiment, the support items assembled before the start of training are randomly associated with training each turn by a lottery conducted by Server 20, and in training items to which a support item is associated, the amount of increase in performance parameters and the amount of skill points gained when training are increased due to the effect of the support item.

[0089] Training consumes stamina. The amount of stamina consumed by training can be seen in advance on the stamina gauge 402 on the training screen. Stamina is a parameter that affects the failure rate in training, and the failure rate tends to increase as stamina decreases. In this embodiment, when a training instruction is given, the server 20 performs a lottery based on the failure rate to determine whether the training has failed or not. If the training is not a failure (i.e., the training is successful), the performance parameter corresponding to the training instruction increases, and if the training is a failure, the performance parameter does not increase, and stamina is consumed.

[0090] On the training screen, when a tap is made on the selected training button, a training result request is sent to the server 20. Upon receiving the training result request, the server 20 performs calculations regarding the training results and whether or not game events have occurred, and sends a training result response containing the calculation results to the player terminal 40. Upon receiving the training result response, the player terminal 40 performs display processing related to the training results (displaying whether the training was successful or unsuccessful, and displaying changes to performance parameters) based on the calculation results included in the training result response, and if a game event has occurred, it executes processing related to the game event.

[0091] Skill button 406 is a button used to allow a character to acquire skills. When skill button 406 is tapped, a skill acquisition screen is displayed showing a list of skills that the character can acquire at that time. When a skill is selected on the skill acquisition screen and the acquisition button is tapped, a skill acquisition request is sent to server 20. Upon receiving the skill acquisition request, server 20 registers the skill specified in the request as an acquired skill in the status information of the character being trained and sends a skill acquisition completion response to the player terminal 40. Upon receiving the skill acquisition completion response, player terminal 40 displays a message indicating that the skill acquisition is complete and executes a process to display the acquired skill as an acquired skill on the skill acquisition screen.

[0092] The infirmary button 407 is used to resolve bad statuses applied to a character being trained, and input is only accepted if a bad status has been applied due to a game event during training. In this embodiment, bad statuses such as lack of sleep may be applied due to the occurrence of game events, and when a bad status is applied, game events that are detrimental to training, such as a decrease in stamina or a decrease in motivation, are more likely to occur. If no bad status has been applied to the character being trained, the infirmary button 407 is grayed out, and if a bad status has been applied to the character being trained, the infirmary button 407 is normally displayed and accepts tap input. When an instruction to resolve a bad status is given using the infirmary button 407, an infirmary result request is sent to the server 20, and the server 20, upon receiving the infirmary result request, performs a lottery to determine whether or not the bad status has been resolved, and sends an infirmary result response including the decision to the player terminal 40. Upon receiving the health room result response, the player terminal 40, if the bad status is resolved, notifies the player that the bad status has been resolved and removes the bad status from the character's status display.

[0093] The Outing button 408 is used to increase the motivation of a character being trained. When the Outing button 408 is tapped, an Outing Confirmation dialog box is displayed to confirm that the character is going out. Subsequently, when the Confirm button in the Outing Confirmation dialog box is tapped, an Outing Result Request is sent to the Server 20. Upon receiving the Outing Result Request, the Server 20 performs a lottery regarding motivation-boosting events and sends an Outing Result Response to the Player Terminal 40, which contains information about the motivation-boosting event determined by the lottery. Upon receiving the Outing Result Response, the Player Terminal 40 executes processing related to the motivation-boosting event based on the information contained in the Outing Result Response.

[0094] The Race Button 409 is used to enter a character being trained into a race. When the Race Button 409 is tapped, the display screen changes to the Race List screen, which shows a list of races currently being held in the current turn, as shown in Figure 14.

[0095] On the race list screen, you can select a race in which your character being trained will participate by tapping the race selection box 415. The selected race can be identified by the presence or absence of a selection mark 416, and the race condition display area 417 displays race condition information for the selected race, such as the season (spring, summer, autumn, winter), weather (sunny, cloudy, rainy, snowy), course condition (good, slightly heavy, heavy, poor), number of participating characters, and the number of turns. When the selected race is changed, the display content in the race condition display area 417 also changes to match the selected race. In addition, each race has entry conditions that depend on the number of fans the character being trained has gained, and if the character being trained does not meet the entry conditions for a race, the race selection box 415 will be grayed out and the character cannot participate.

[0096] In this embodiment, a target race may be set as a training objective. When a target race is set, the display of the training home screen changes, and as shown in Figure 15, only the skill button 406 and the race button 409 are displayed as buttons for selecting an action. In other words, when a target race is set, the only action that can be performed to consume a turn is to participate in a race.

[0097] Figure 16 shows an example of a race list screen in a turn when a target race has been set. When a target race is set as a training goal, the race list screen is controlled so that only the target race can be selected. In this embodiment, on the race list screen that includes the target race, the race selection box 415 for the target race is marked with a target badge 416 to identify it as a target race, and the race selection box 415 for races other than the target race is grayed out and cannot be entered.

[0098] When the player selects a race in the race selection box 415 on the race list screen and taps the start button 418, a race entry request is sent to the server 20. Upon receiving the race entry request, the server 20 performs a race simulation with the player's character and an NPC (non-player character) for the selected race, and sends a race result response, including the results of the simulation, to the player terminal 40. Upon receiving the race result response, the player terminal 40 performs a display process that allows the player to watch the race based on the results of the simulation.

[0099] In this embodiment, when a character being trained participates in a race, the performance parameters are adjusted according to the character's motivation level at the turn in which the race is ordered. If the character's motivation is extremely low or low, the performance parameters are adjusted downwards compared to when the motivation is normal. If the character's motivation is good or excellent, the performance parameters are adjusted upwards compared to when the motivation is normal.

[0100] In character development, during turns in which a development goal is set, a check is performed to determine whether the development goal has been achieved. If the development goal is achieved, a goal achievement notification screen is displayed, as shown in Figure 17. In the example shown in Figure 17, the development goal is to finish in the top 5 in the target race, the "CCC Prize." If the character being developed achieves a top 5 finish in the "CCC Prize," the goal achievement notification screen is displayed after the results of the target race are shown. The goal achievement notification screen has a progress button 420, and when the progress button 420 is tapped, the display screen transitions to the goal list screen, as shown in Figure 18.

[0101] The objective list screen displays a list of training objectives set for the character being trained, in the order of turn progression. In the example shown in Figure 18, six training objectives are set for the character being trained, and a clear mark 421 is given to each objective up to the third objective, "Finish in the top 5 in the CCC Award," indicating that the objective has been achieved. The objective list screen has a progress button 422, and when the progress button 422 is tapped, the game proceeds to the next turn and returns to the training home screen.

[0102] In this embodiment, each training objective is set for the period up to turn 72, and the number and content of training objectives are individually set according to the type of character. When all training objectives are achieved for a character being trained, it becomes possible to advance to the final race from turn 73 onwards.

[0103] For example, when the final training goal set for a character being trained is achieved, a training goal completion screen is displayed, as shown in Figure 19. The training goal completion screen has a progress button 423, and when the progress button 423 is tapped, a goal list screen is displayed, as shown in Figure 20. In the goal list screen shown in Figure 20, all six training goals set for the character being trained are marked with a clear mark 421, indicating that all training goals have been achieved. When the close button 424 on the goal list screen is tapped, the game proceeds to the next turn and returns to the training home screen.

[0104] If all training objectives are achieved in character development, from turn 73 onwards, the character will first participate in a qualifying race. If they win the qualifying race, they will participate in the semi-final race. If they win the semi-final race, they will participate in the final race. If they win the final race, they will win the final race and their training will be complete. Training instructions can be given before each turn of the qualifying, semi-final, and final races. The final race from turn 73 onwards is an extra turn with no training objectives. If the character does not finish in first place in the qualifying or semi-final races, they can try again using the continue function. However, if they run out of continues, their training will end. As mentioned earlier, the use of the continue function is left to the player's discretion, so even if the continue function is available, if the player chooses not to use it, they will lose the final race and their training will end.

[0105] Furthermore, if the training objective set for a character being trained is not achieved, the training ends at that point. In particular, in this embodiment, if the training objective is to achieve a predetermined position in a target race, even if the character fails to achieve the predetermined position, they can try again using the continue function. However, if the training objective is to acquire a predetermined number of fans by a predetermined turn, or to participate in a target race, the continue function cannot be used if the training objective is not achieved, and the training ends when the turn for determining the training objective is reached.

[0106] Then, when the training completion conditions are met during the training progress process (Y in step S106), a completion confirmation process is performed (step S107). In the completion confirmation process, a completion confirmation screen is displayed where the status of the character being trained can be checked. The completion confirmation screen has a skill acquisition button and a training completion button. When the skill acquisition button is tapped, a list of obtainable skills is displayed and skills can be acquired within the range of the player's owned skill points. When the training completion button is tapped, the training completion process is performed (step S108).

[0107] First, in the training completion process, the trained characters are registered. The registration of trained characters is completed by calculating evaluation points and determining inherited factors to finalize the character's stats, and then saving the stats to the character list in the player data storage unit 71, linked to the character's individual ID. Evaluation points are calculated based on the character's performance parameters and acquired skills, and inherited factors are determined by lottery.

[0108] Furthermore, the training completion process also provides rewards for the training results. In this embodiment, rewards are provided by adding items to the item list in the player data storage unit 71, and the rewards are determined to be in-game currency and support points according to the number of fans acquired during training, with the more fans acquired, the more in-game currency and support points can be obtained.

[0109] Furthermore, during the training completion process, a training completion request is sent to server 20. Upon receiving the training completion request, server 20 registers the trained character in the character list of the player management database 51 and adds the reward for the training results to the item list of the player management database 51.

[0110] In this embodiment, special missions that are unlocked for a limited time can be completed using the training function. These special missions include completing character training a predetermined number of times and achieving a predetermined finishing position in a predetermined race during training.

[0111] In cases where a character needs to participate in a specific race during training to complete a special mission, the character being trained may not be able to participate in the mission target race. Specifically, this occurs when a different target race is set in the same turn as the mission target race. In the training example of character N shown in Figure 16, the character needs to participate in the "CCC Prize" to achieve the training goal, but if the special mission is set to "win the DDD Prize" (winning means getting first place), the character cannot participate in the mission target race, the "DDD Prize". In other words, if character N is selected as the training target, the conditions for completing the special mission that requires participation in the "DDD Prize" cannot be met.

[0112] Therefore, when attempting a special mission that requires participation in a specific race, players are forced to select a character from among several characters available for training that is capable of participating in the mission's race. However, players with little experience may not know which characters are capable of participating in the mission's race, making it difficult to select a character suitable for completing the special mission, which could decrease their motivation to attempt the special mission.

[0113] Therefore, in this embodiment, when a special mission is set that requires participation in a predetermined race, a method is employed that can provide information about a character suitable for achieving that special mission.

[0114] Figure 21 shows the processing flow for providing information related to special missions.

[0115] In this embodiment, the mission selection acceptance process displays a mission list screen, and the selection of a special mission is accepted through the mission list screen (step S201). Figure 22 shows an example of the mission list screen, in which a mission box 501 corresponding to each of the unlocked special missions is displayed based on the special mission data stored in the mission data storage unit 73.

[0116] The Mission Box 501 contains text explaining the contents of the special mission, a reward icon 502 indicating the reward provided when the completion conditions of the special mission are met, a mission completion gauge 503 that visually displays the number of attempts needed to meet the completion conditions, and a challenge button 504 that allows transition to the training function. For special missions whose completion conditions have already been met, the Mission Box 501 will be grayed out with a clear mark 505. The mission list screen also has a bulk receive button 506, which allows players to receive all unclaimed rewards at once even if they have completed multiple special missions and have not yet received their rewards.

[0117] When the challenge button 504 is tapped on the mission list screen, it is determined that a mission has been selected (Y in step S202), and it is checked whether or not a target race exists for the selected special mission (step S203). In this embodiment, it is determined whether or not a target race exists for a special mission by checking whether or not the race ID of the target race is associated with the mission ID that identifies the special mission.

[0118] In the example shown in Figure 22, there are special missions that do not have a target race, such as "complete training once," and special missions that do have a target race, such as "finish in the top 3 of the DDD Prize during training."

[0119] If there are no target races in the selected special mission (N in step S203), the training function transition process is performed (step S213), and the player moves to the stage of preparing for character training, such as selecting the character to be trained.

[0120] On the other hand, if a target race exists for the selected special mission (Y in step S203), a race overview display process is performed to display a race overview dialog box 601 that provides information about the target race, based on the race ID of the target race, as shown in Figure 23 (step S204).

[0121] In the example shown in Figure 23, the race overview display area 602 displays various information about the mission target race, such as the racetrack, distance, season, weather, course conditions, number of participating characters, and the timing of the event. The race overview dialog box 601 also has a recommendation button 603, a challenge button 604, and a cancel button 605, and the following processes are performed by tapping these buttons.

[0122] If the Race Overview dialog box 601 is displayed and the Cancel button 605 is tapped (Y in step S205), the Race Overview dialog box 601 will be closed and the user will return to the Mission List screen.

[0123] Furthermore, when the race overview dialog box 601 is displayed, if the challenge button 604 is tapped (Y in step S206), the training function transition process is performed (step S213), and the system moves to the stage where character training preparations are made, such as selecting the character to be trained.

[0124] Furthermore, when the race overview dialog box 601 is displayed, if the recommendation button 603 is tapped (Y in step S207), a character extraction process is performed to extract a character suitable for completing the special mission (recommended character) (step S208).

[0125] In the character extraction process, characters who can participate in the mission target race corresponding to the selected special mission are extracted. Specifically, the training progress data stored in the training progress data storage unit 72 and the mission data stored in the mission data storage unit 73 are referenced to search for the training goals of each character that can be selected as a training target, based on the race ID of the mission target race and the race ID of the target race. Characters whose mission target race is set as their target race, and characters whose target race is not set in the turn in which the mission target race is set, are extracted as recommended characters.

[0126] Once the character extraction process is performed, as shown in Figure 24, a character selection acceptance process is performed (step S209) where an extraction result dialog box 701 is displayed showing the character icons associated with the character type IDs of the extracted recommended characters in a predetermined display order, and the selection of a recommended character is accepted. The display order of the character icons can be, for example, in ascending order of the character type IDs of the extracted recommended characters. Alternatively, any display order can be adopted for the character icons, such as alphabetical order by the Japanese syllabary or alphabetical order of the recommended characters' names, or by the rarity of the recommended characters. If no characters are extracted, the challenge button 704 will be grayed out, and if the grayed-out challenge button 704 is tapped, a dialog box will be displayed notifying the user that the corresponding character does not exist.

[0127] In the example shown in Figure 24, the results of extracting four characters as recommended characters—character D, character H, character J, and character K—are displayed. In the extraction results dialog box 701, the initial position of the selection mark 703 attached to the character icon 702 is set to the character icon of the recommended character with the highest display rank. In this embodiment, the character icon placed at the far left of the top row is treated as having the highest display rank, and in the example shown in Figure 24, the initial position of the selection mark 703 is the character icon of character D. In the extraction results dialog box 701, a selection mark 703 is attached to any of the displayed character icons 702 by tapping them. In the example shown in Figure 24, a selection mark 703 is attached to the character icon 702 of character K, indicating that character K is selected. In addition, in the extraction results dialog box 701, the initial status of a character can be viewed by long-pressing any of the displayed character icons 702.

[0128] The extraction results dialog box 701 is also provided with a challenge button 704 and a close button 705. When the challenge button 704 is tapped (Y in step S210), a default character update process is performed (step S212) to update the default character setting, which is information that specifies the character to be initially selected on the training character selection screen, which is an input interface for selecting a training target. Then, a training function transition process is performed (step S213), and the system moves to the stage where preparations for training a character are made, such as selecting a character to be trained. For example, as shown in Figure 24, when character K is selected in the extraction results dialog box 701 and the challenge button 704 is tapped, character K is set as the default character.

[0129] In this embodiment, the default character is updated when the character to be trained is determined, and the character that has been selected for training is set as the default character. When transitioning to the stage of selecting a character to train in the training function, the character selection screen is displayed with the character icon of the character that was selected for training in the previous training selected by referring to the default character setting. For example, if the user transitions to the training function with character K selected in the extraction result dialog box 701, the character selection screen will be displayed with character K initially selected as the default character, as shown in Figure 25.

[0130] Thus, in this embodiment, when the training function is started via the extraction results dialog box 701, the selection result of the recommended character is reflected in the default character setting, eliminating the need for the player to remember the recommended character and allowing them to smoothly decide on the recommended character they selected as the training target.

[0131] If a tap is made on the close button 705 in the extraction results dialog box 701 (Y in step S211), the extraction results dialog box 701 will be closed and the race summary dialog box 601 will be displayed.

[0132] In the control method of this embodiment described above, recommended characters suitable for completing special missions are extracted and displayed by referring to the training goals set for each character. This allows players to understand which characters are suitable for completing special missions without having to check the individual training goals of each character themselves, thus improving the convenience of input for the player.

[0133] In this embodiment, we have explained the case where recommended characters are extracted by referring to the training goals of the characters that can be selected as training targets. However, when extracting recommended characters, the initial status information of the characters may also be referred to. In this way, it is possible to present the player with recommended characters that are more suitable for completing missions, thereby further improving input convenience.

[0134] Specifically, in order to complete the special mission of achieving a certain finishing position in the target race, it is desirable to have high suitability for both distance and course in the target race. Therefore, by extracting characters as recommended characters that not only are eligible to participate in the target race, but also, for example, have initial stats of "B" or higher for both distance suitability and course suitability, the accuracy of the recommended character information can be improved.

[0135] Furthermore, in this embodiment, when extracting recommended characters, the conditions were that the character must be able to participate in the mission target race, specifically that the mission target race is set as the target race, or that no target race is set in the turn in which the mission target race is set. However, it is also possible to extract only characters whose mission target race is set as the target race as recommended characters. Doing so would eliminate the inconvenience of the player forgetting to enter a character they are currently training into the mission target race.

[0136] Furthermore, in this embodiment, since the recommended characters are those that can participate in the mission target race, if the mission target race is not the goal race, as mentioned above, there is a risk that the player may forget to enter the character in the mission target race while training.

[0137] Therefore, the above inconvenience can be resolved by notifying the player that a mission-targeted race is scheduled for a given turn using a badge icon on the training home screen and race list screen.

[0138] For example, in the training home screen shown in Figure 26, the race button 409 has a mission badge 430 attached to it, allowing the player to see that a mission target race is set for the current turn.

[0139] For example, in the race list screen shown in Figure 27, the race selection box 415 for the "DDD Prize," which is a mission target race, has a mission badge 430 attached to it, allowing the player to understand that they are eligible to participate in the mission target race.

[0140] The badge icon indicating a mission-related race will only be displayed if the special mission requiring participation in that race has not yet been completed. This eliminates the need for players to check whether a special mission has been completed or not, thus improving the convenience of player input.

[0141] Furthermore, even if a mission target race is set on the training home screen, the Mission Badge 430 may not be displayed if a target race is set or if the conditions for participating in the mission target race based on the number of fans are not met. In other words, the training home screen can be configured to display the Mission Badge 430 only if the character being trained is eligible to participate in the mission target race. In addition, if recommended characters are extracted based on distance suitability and course suitability, and a character is being trained that is not displayed as a recommended character due to low suitability, the Mission Badge 430 can be displayed if that character is eligible to participate in the mission target race.

[0142] In this embodiment, we have described a special mission where the achievement condition is to obtain a predetermined result in a predetermined race. However, there may also be special missions where the achievement condition can be met simply by participating in a predetermined race, and the control method of this embodiment described above can be equally applied to special missions where the achievement condition is to participate in a predetermined race.

[0143] Furthermore, in this embodiment, the same race may be held multiple times during a series of training sessions. Specifically, the character training sessions from turn 1 to turn 72 are divided into four periods: turns 1 to 12 are pre-debut, turns 13 to 24 are junior, turns 25 to 48 are classic, and turns 49 to 72 are senior. In the classic and senior periods, the same race may be set, and in such cases, there will be two opportunities to participate in the same race during a series of training sessions. Among the characters that can be selected for training, there are characters (Character 1) whose training goals include races held multiple times in both the classic and senior periods, and characters (Character 2) whose goals include races held multiple times in either the classic or senior period, but not in the other period. In this embodiment, characters who can participate in the mission target race are extracted as recommended characters. If multiple races are set as the mission target race, both Character 1 and Character 2 are extracted as recommended characters. However, if a race other than a multiple race is held in a turn in which multiple races are set as the mission target race, Character 1 will not be extracted as a recommended character, and Character 2 will be extracted as a recommended character.

[0144] Furthermore, in this embodiment, the training function was designed so that only one turn-consuming action could be performed per turn. However, there may be a limit on the number of actions per turn, and multiple actions may be performed within that limit. In this case, in turns where a mandatory action must be selected, it is sufficient that the selection of the mandatory action is included within the limit on the number of actions. The end of a turn may also be decided at the player's discretion, and the game may proceed to the next turn once the end of the turn is decided. A time limit may also be imposed on the selection of actions within a turn.

[0145] In this embodiment, we have used a game as an example where players can raise characters and earn rewards by completing missions during the raising process. However, the information processing system 10 may be configured to provide each function in other games. For example, it can be applied to sports games such as baseball or soccer games where players can raise characters to participate in competitions and earn rewards by completing missions during the raising process. It can also be applied to games of other genres, such as card battle games, fighting games, action games, battle royale games, and role-playing games, where players can raise game media such as characters, cards, items, and equipment, and earn rewards by completing missions during the raising process. [Explanation of Symbols]

[0146] 10 Information processing systems, 20 Server, 40 Player terminals, 21, 41 Control unit, 22, 42 Storage unit, 23, 45 Communication section, 43 Operation input section, 44 Display section, 50 Server data storage unit, 51 Player management database, 60 Game calculation unit, 70 Terminal data storage unit, 71 Player data storage unit, 72 Training progress data storage unit, 73 Mission data storage unit, 80 Game execution unit, 81 First input reception unit, 82 Second input reception unit,

Claims

1. A program for a game in which an action of a character to be trained is selected, the character is trained based on a result of the selected action, and a reward corresponding to a mission is provided when the character accomplishes the mission, A first input receiving unit that receives an input for selecting an action of the character to be developed; causing the computer to function as a second input receiving unit that receives an input for selecting the mission and controls displaying information associated with the selected mission; For each of the characters to be developed, a behavioral aptitude is set according to the type of the character, The first input receiving unit, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the accomplishment of the mission are set for the mission; The second input receiving unit, A program characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that satisfies the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to accomplish the mission, and displaying information regarding the extracted characters.

2. In claim 1, The first input receiving unit, A program characterized by displaying actions required for accomplishing the mission in an identifiable manner on a display screen for selecting actions for the character to be trained.

3. In claim 1 or 2, The second input receiving unit, A program characterized by accepting a selection of a character extracted in association with the selected mission, and performing processing to transfer the selection information of the character to an input interface for selecting a target to be developed.

4. An information processing system for a game in which an action of a character to be trained is selected, the character is trained based on a result of the selected action, and a reward associated with a mission is provided when the character accomplishes the mission, A first input receiving unit that receives an input for selecting an action of the character to be developed; a second input receiving unit that receives an input for selecting the mission and controls displaying information associated with the selected mission, For each of the characters to be developed, a behavioral aptitude is set according to the type of the character, The first input receiving unit, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the accomplishment of the mission are set for the mission; The second input receiving unit, An information processing system characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that satisfies the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to accomplish the mission, and displaying information regarding the extracted characters.

5. 1. An information processing method for a game in which an action of a character to be trained is selected, the character is trained based on a result of the selected action, and a reward associated with a mission is provided when the character accomplishes the mission, comprising: A first input receiving step of receiving an input for selecting an action of the character to be developed; a second input receiving step of receiving an input for selecting the mission and performing control to display information associated with the selected mission; For each of the characters to be developed, a behavioral aptitude is set according to the type of the character, In the first input receiving step, performing control to vary executable actions depending on the type of the character to be trained; Specific conditions associated with the accomplishment of the mission are set for the mission; In the second input receiving step, An information processing method characterized by referring to information on behavioral aptitude linked to the characters that can be selected as targets for development, extracting characters that have the behavioral aptitude that satisfies the specific conditions corresponding to the mission being selected and are capable of performing the actions necessary to accomplish the mission, and displaying information regarding the extracted characters.