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

JP2023120243A5Pending Publication Date: 2025-05-09CYGAMES INC
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Patent Information

Application Number
JP2023093934
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-07
Publication Date
2025-05-09

AI Technical Summary

Technical Problem

Existing breeding games lack flexibility in generating events based on player preference, reducing convenience.

Method used

Implement a system that allows players to select parameter change elements through lottery, grant privileges based on game media, and redraw ties, enabling dynamic event generation.

Benefits of technology

Enhances the convenience of breeding games by allowing players to customize event generation, improving engagement and player satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve convenience of a growing game.SOLUTION: A computer is allowed to execute the processes of: selecting one of multiple parameter changing elements for changing parameters of a character to be grown; associating a used game medium that is used for growing a character to be grown with a parameter changing element by a lottery; holding an impartation lottery for determining whether a preset privilege can be imparted to a used game medium associated with a parameter changing element; changing parameters of a character to be grown on the basis of a used game medium associated with a parameter changing element selected by a player and presence or absence of impartation of a privilege; and holding a lottery for associating a used game medium with a parameter changing element again on the basis of satisfaction of a predetermined condition.SELECTED DRAWING: Figure 44
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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 technology]

[0002] Conventionally, a genre of games called a "training game" has been known, as shown in Patent Document 1, for example. In the training game, a plurality of types of training events are provided, and a player can select one of the training events to train a character to be trained.

[0003] Patent Document 1 discloses a training game in which a player trains a main character through a predetermined scenario, training the main character and completing an original character. By executing a training command, the ability parameters of the main character can be improved.

[0004] In Patent Document 1, the player can collect characters for generating events and select any of the collected characters to set as the character for generating the event. This allows an event to occur with a certain probability in which the character for generating the event and the main character engage in a certain practice together.

[0005] The practice command has various subcommands available, such as batting practice, baserunning practice, fielding practice, etc. Here, for example, when the batting practice subcommand is selected, the main character practices with event-generating character A with a predetermined probability, and when the baserunning practice command is selected, the main character practices with event-generating character B with a predetermined probability. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Patent Publication No. 2021-164725 Summary of the Invention [Problem to be solved by the invention]

[0007] However, for example, in a state where an event in which the main character and event occurrence character A take batting practice together has been confirmed, the player may wish to generate an event in which the main character and event occurrence character A take fielding practice together. However, in Patent Document 1, the event to be generated between the main character and the event occurrence character cannot be changed according to the player's preferences, which reduces the convenience of the training game.

[0008] The present invention aims to provide an information processing program, an information processing method, and an information processing system that can improve the convenience of a training game. [Means for solving the problem]

[0009] In order to solve the above problem, an information processing program A process for selecting one of a plurality of parameter change elements that change the parameters of the character to be trained; a process of linking the parameter change element with a game medium to be used for training the character to be trained by lottery; a process of conducting a grant lottery to determine whether or not a preset benefit can be granted to the game medium to be used that is linked to the parameter change element; a process of changing the parameters of the character to be trained based on the game media to be used linked to the parameter change element selected by the player and whether or not the benefit has been granted; a process of re-drawing a link between the game medium to be used and the parameter change element when a predetermined condition is met; The computer performs the following.

[0010] a process of displaying, on a display unit, information regarding the game media to be used linked to the parameter change element and the result of the award lottery before the predetermined condition is met; may be performed by a computer.

[0011] The predetermined condition may be the use of a finite item whose purchase quantity is limited.

[0012] In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: The computer A process for selecting one of a plurality of parameter change elements that change the parameters of the character to be trained; a process of linking the parameter change element with a game medium to be used for training the character to be trained by lottery; a process of conducting a grant lottery to determine whether or not a preset benefit can be granted to the game medium to be used that is linked to the parameter change element; a process of changing the parameters of the character to be trained based on the game media to be used linked to the parameter change element selected by the player and whether or not the benefit has been granted; a process of re-drawing a link between the game medium to be used and the parameter change element when a predetermined condition is met; Carry out the following.

[0013] In order to solve the above problem, the information processing system includes: one or more computers; The computer A process for selecting one of a plurality of parameter change elements that change the parameters of the character to be trained; a process of linking the parameter change element with a game medium to be used for training the character to be trained by lottery; a process of conducting a grant lottery to determine whether or not a preset benefit can be granted to the game medium to be used that is linked to the parameter change element; a process of changing the parameters of the character to be trained based on the game media to be used linked to the parameter change element selected by the player and whether or not the benefit has been granted; a process of re-drawing a link between the game medium to be used and the parameter change element when a predetermined condition is met; Carry out the following. [Effects of the Invention]

[0014] According to the present invention, the convenience of the training game can be improved. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an ability parameter (initial value) table. Fig. 6B is a diagram illustrating an aptitude parameter (initial value) table. Fig. 6C is a diagram illustrating a skill table. Fig. 6D is a diagram illustrating a dedicated event table. [Figure 7] Fig. 7A is a first diagram illustrating an inheritance character selection screen. Fig. 7B is a first diagram illustrating a training character list screen. Fig. 7C is a second diagram illustrating an inheritance character selection screen. Fig. 7D is a third diagram illustrating an inheritance character selection screen. [Figure 8] FIG. 8 is a diagram illustrating the inheritance system. [Figure 9] FIG. 9 is a diagram illustrating the factor information. [Figure 10] FIG. 10A is a diagram for explaining compatibility determination targets, and FIG. 10B is a diagram for explaining compatibility determination items. [Figure 11] Fig. 11A is a diagram illustrating sorting conditions, and Fig. 11B is a diagram illustrating narrowing down conditions. [Figure 12] FIG. 12 is a first diagram illustrating the character details dialog. [Figure 13] FIG. 13 is a second diagram illustrating the character details dialog. [Figure 14] FIG. 14 is a third diagram illustrating the character details dialog. [Figure 15] FIG. 15 is a diagram illustrating the skill display dialog. [Figure 16] Fig. 16A is a first diagram illustrating a support card organization screen, Fig. 16B is a diagram illustrating a support card selection screen, and Fig. 16C is a second diagram illustrating a support card organization screen. [Figure 17] Fig. 17A is a diagram illustrating a support card table, Fig. 17B is a diagram illustrating a support effect table, Fig. 17C is a diagram illustrating a possessed skill table, and Fig. 17D is a diagram illustrating a support event table. [Figure 18] Fig. 18A is a diagram illustrating a final confirmation screen, and Fig. 18B is a diagram illustrating a preset selection screen. [Figure 19] FIG. 19 is a diagram illustrating the selection item table. [Figure 20]Fig. 20A is a diagram illustrating a game screen, and Fig. 20B is a diagram illustrating a special race screen. [Figure 21] Fig. 21A is a first diagram illustrating a training screen. Fig. 21B is a second diagram illustrating a training screen. Fig. 21C is a diagram illustrating a training result notification screen. Fig. 21D is a diagram illustrating an event screen. [Figure 22] Fig. 22A is a first diagram explaining an inherited event. Fig. 22B is a second diagram explaining an inherited event. Fig. 22C is a third diagram explaining an inherited event. Fig. 22D is a fourth diagram explaining an inherited event. [Figure 23] Fig. 23A is a first diagram illustrating the skill screen, and Fig. 23B is a second diagram illustrating the skill screen. [Figure 24] Fig. 24A is a first diagram illustrating an individual race selection screen. Fig. 24B is a diagram illustrating an individual race start screen. Fig. 24C is a first diagram illustrating an individual race result screen. Fig. 24D is a second diagram illustrating an individual race result screen. [Figure 25] FIG. 25 is a diagram illustrating an example of the item exchange screen. [Figure 26] FIG. 26 is a diagram illustrating the general flow of the turn start processing. [Figure 27] FIG. 27 is a diagram for explaining the arrangement presence / absence table. [Figure 28] Fig. 28A is a diagram explaining a training level table. Fig. 28B is a diagram explaining a fixed increase value (speed) table. Fig. 28C is a diagram explaining a fixed increase value table (power). Fig. 28D is a diagram explaining a bonus addition rate table. [Figure 29] FIG. 29 is a diagram illustrating the second event table. [Figure 30] FIG. 30 is a diagram illustrating the post-rearrangement training screen. [Figure 31] FIG. 31 is a diagram illustrating the general flow of the turn start processing. [Figure 32]FIG. 32 is a diagram illustrating the arrangement presence / absence table. [Figure 33] FIG. 33 is a diagram illustrating the bonus acquisition number table. [Figure 34] Fig. 34A is a diagram illustrating notification of the placement of rival characters on the game screen, and Fig. 34B is a diagram illustrating notification of the placement of rival characters on the individual race selection screen. [Figure 35] Fig. 35A is a diagram illustrating the breeding completion screen, Fig. 35B is a second diagram illustrating the breeding completion screen, and Fig. 35C is a third diagram illustrating the breeding completion screen. [Figure 36] FIG. 36 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 37] FIG. 37 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 38] FIG. 38 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 39] FIG. 39 is a flowchart illustrating the development stage processing in the server. [Figure 40] FIG. 40 is a flowchart illustrating the process at the start of a turn in the server. [Figure 41] FIG. 41 is a flowchart illustrating the development stage processing in the player terminal. [Figure 42] FIG. 42 is a flowchart illustrating the turn start processing at the player terminal. [Figure 43] FIG. 43 is a flowchart illustrating the display control process. [Figure 44] FIG. 44 is a flowchart illustrating the process during a turn in the server. [Figure 45] FIG. 45 is a flowchart illustrating the individual race execution process. [Figure 46] FIG. 46 is a flowchart illustrating the reward granting process. [Figure 47]FIG. 47 is a flowchart illustrating the process during a turn at the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the display control process. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 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 progress through cooperation between the player terminal 1 and the server 1000.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0021] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0024] The configurations 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. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0025] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0027] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0031] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess characters acquired by lottery, known as gacha, or characters distributed by the operator. In addition, a player can possess support cards acquired by lottery or distributed by the operator.

[0032] As will be described in detail later, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has gameplay in which the character is trained by competing in races that mimic horse racing.

[0033] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

[0034] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0035] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[0036] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player owns. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.

[0037] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.

[0038] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.

[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.

[0040] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the main character, the character to be trained.

[0041] In addition, in the preparation stage, the player sets a deck to be used when training the main character. The deck is made up of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0042] Once the main character and deck (successor characters and support cards) are set up, the game moves from the preparation stage to the training stage, and a game for training the main character begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.

[0043] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0044] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0045] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0046] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0047] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0048] The profile character functions as a character that is displayed when the 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 setting screen 120 displays a profile character image 122 that is currently being set. 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. The player can change the profile character on the profile character change screen.

[0049] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0050] 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 he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0051] 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 he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.

[0052] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.

[0053] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.

[0054] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set the home screen setting characters 132 to be displayed on the home screen 100. The player can set up to four home screen setting characters 132 to be displayed on the home screen 100.

[0055] Although not shown in the drawings, when a left-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. Four home screen setting characters 132 that are currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation units 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.

[0056] The home setting screen 130 displays a character image corresponding to each of the four currently set home screen setting characters 132 and the corresponding operation unit in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. The player can also set an outfit for the home screen setting character 132 on the home setting screen 130.

[0057] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, a player can exchange information with other players who belong to the same circle.

[0058] In this embodiment, various time-limited events are held irregularly. During the period of a specific event, which is a time-limited event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, a player can exchange, for example, specific event points provided only during the specific event for various rewards. In addition, in a time-limited event, if a player wins a specific race (hereinafter referred to as a specific race), the player may be awarded an additional reward in addition to the basic reward. The additional reward may be, for example, a special item that can increase the initial value of the ability parameter of a specific character or strengthen the unique skill provided to the specific character. Here, the specific character is, for example, any character that competes in a specific race in the time-limited event. However, the specific character is not limited to this, and may be any character that the player can acquire, or may be a character that does not compete in a specific race.

[0059] Here, the specific race refers to at least one race that can be played during the specific event period and that is preset according to the type of race. The additional reward may be awarded when a player participates in a specific race, regardless of whether the specific race is won. The number of times that an additional reward (i.e., a special item) can be acquired in one specific race (one type of specific race) is limited to a predetermined number of times in a predetermined period. For example, the number of times that a special item can be acquired in one specific race in one day is three. However, the number of times that a special item can be acquired may vary depending on the type of specific race (racing event). The number of special items that can be acquired in one time is the sum of the basic number of items (e.g., three) and the bonus number of items (e.g., one or two). The bonus number of items may be awarded when a specific race is won. The additional reward acquired in a specific race is linked to the player ID and stored in the server 1000.

[0060] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.

[0061] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and can use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.

[0062] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player trains one main character selected from the characters they own as a character to be trained.

[0063] The setting game, in which the player registers the main character and deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0064] <Preparatory processing> The preparation stage processing mainly involves registering the main character and registering the deck (inherited characters and support cards). Note that support cards are intended to assist in the development of the main character. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character linked to the support card will be referred to as the support character.

[0065] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, 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 during the game set, and the player must clear the set goals sequentially. Each scenario has different goals and the time required to achieve the goals. The player can select one of the multiple scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.

[0066] 5A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. An ability parameter display section 152a and an aptitude parameter display section 152b are displayed in the upper part of the main character selection screen 150. A return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.

[0067] In this embodiment, an initial value of an ability parameter is set for each character, and the ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.

[0068] 6A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 6A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. Then, based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table, the initial values ​​of ability parameters are displayed in the ability parameter display section 152a.

[0069] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.

[0070] The initial value of each character's ability parameter increases through player operation, etc. For example, five levels are provided for characters, and the player can increase the character's level by consuming in-game currency or predetermined items. In this case, the initial value of the ability parameter increases as the character's level increases. Figure 6A shows the initial value when the character is at a predetermined level. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value for the ability parameter.

[0071] In addition, in this embodiment, aptitude parameters (initial values) are set for each character, and as shown in Figure 5A, the aptitude parameter display section 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.

[0072] FIG. 6B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 6B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that the initial values ​​of aptitude parameters indicate that A is the most aptitude and G is the least aptitude. Based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values ​​of aptitude parameters are displayed in the aptitude parameter display unit 152b.

[0073] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0074] In a training game, a player can have a main character compete in various races. In this case, the more suitable the main character is for the race, the more advantageous the race will be.

[0075] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also change in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0076] Fig. 5B is a first diagram illustrating the character details screen 160. Fig. 5C is a 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 details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.

[0077] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during an individual race, which will be described later. The activation of a skill gives each character an advantage in the race.

[0078] FIG. 6C is a diagram illustrating a skill table. As shown in FIG. 6C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, skills are displayed on the character detail screen 160 as shown in FIG. 5B. Note that skills cannot be activated simply by possessing them, and can only be activated by acquiring them. Hereinafter, skills that a character can activate are referred to as acquired skills.

[0079] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills are skills that can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0080] In this embodiment, skills corresponding to "◎" in the skill table shown in Fig. 6C are displayed as acquired skills on the character detail screen 160 of Fig. 5B. Skills corresponding to "◯" in the skill table shown in Fig. 6C are displayed as possessed skills on the character detail screen 160 of Fig. 5B. In this embodiment, as shown on the character detail screen 160 of Fig. 5B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.

[0081] 5B shows a case in which one acquired skill is displayed in the acquired skill display field 161a and seven possessed skills are displayed in the possessed skill display field 161b as skills provided for each character, but this is not limited to this. For example, the number of acquired skills and possessed skills may differ for each character. Furthermore, for example, the number of acquired skills or possessed skills for each character may increase as the character's level increases, in-game currency or items are consumed, etc.

[0082] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, and a dedicated event display section 162a showing dedicated events provided for each character is displayed, as shown in Fig. 5C. In this case, the event operation section 162 is highlighted, as shown in Fig. 5C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.

[0083] 6D is a diagram illustrating a dedicated event table. As shown in FIG. 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 detail screen 160, as shown in FIG. 5C. The dedicated events may include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0084] 5C may be executed in its entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.

[0085] 5B and 5C, a close operation section 163 marked "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the main character selection screen 150 is displayed on the display 26.

[0086] Furthermore, when the return operation unit 153 is tapped on the main character selection screen 150 shown in FIG. 5A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the main character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the main character selection screen 150 on the training information display screen.

[0087] The training information display screen has a "Goal Clear" tab. The objective of the training game is to create a stronger character by training a character selected as the main character to be trained from among the characters owned by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player must train the main character and enter it in races in each turn.

[0088] Each character has a number of clear goals set for them. When the clear goal tab is tapped, a list of clear goals set for the selected character is displayed on the training information display screen. Each turn, a race in which the main character can compete is predetermined.

[0089] Furthermore, when the main character being trained competes in a race, the main character can earn fans, victory points, and special currency. Each race has a set base number of fans, victory points, and special currency earned based on the finish position, and the higher the finish position, the greater the number of fans, victory points, and special currency earned. Races also have a set difficulty level, and the more difficult the race, the more fans, victory points, and special currency can be earned. For example, some races are classified as graded stakes, such as GI, GII, and GIII. The grades increase in the order of GIII, GII, and GI. The higher the grade of the race, the more difficult it is, and the more fans, victory points, and special currency can be earned.

[0090] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonuses acquired and the base number acquired is the number of fans acquired by the main character. For example, if the race result is first place, the greater the difference between the main character and the second-place character, the greater the correction value. Also, if the race result is between second and fifth place, the smaller the difference between the main character and the first-place character, the greater the correction value.

[0091] Furthermore, the main character will activate a skill with a certain probability during the race. The more skills activated, the greater the correction value. In this way, conditions for adding fans are set for each race, and the number of fans gained increases depending on various race results and progress in the race other than the finishing position. However, the number of fans gained by the main character will be at least equal to or greater than the base number corresponding to the finishing position.

[0092] Some races require a certain number of fans as a condition for participation. If the main character does not have enough fans to qualify for the race, the player cannot enter the main character in that race. The more difficult the race, the greater the number of fans required to enter the race.

[0093] In this way, multiple goals are set for each character. By achieving the goals, the player can continue the training main game until the final turn. On the other hand, if the goals are not achieved, the training main game ends with that turn.

[0094] As described above, the player can select a main character while checking various information about each character on main character selection screen 150 shown in Fig. 5A. When next operation unit 154 is tapped on main character selection screen 150, the selected character is set as the main character, and successor character selection screen 170 is displayed on display 26.

[0095] <Registering a successor character> Fig. 7A is a first diagram illustrating inheritance character selection screen 170. Fig. 7B is a first diagram illustrating training character list screen 180. Fig. 7C is a second diagram illustrating inheritance character selection screen 170. Fig. 7D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen on which the player registers an inheritance character.

[0096] A successor character is a character that inherits ability values, skills, etc. from the main character. A player can select two successor characters from the player's own training character and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of followers or other friends, and organize and register them in the deck. Note that only one representative character of another player can be organized in the deck as a successor character in one training game.

[0097] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from main character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG. 7A.

[0098] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a development character list screen 180 shown in FIG. 7B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a development character list display area is provided. Development character icons 182 are displayed in the development character list display area.

[0099] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 7B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.

[0100] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 7C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.

[0101] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 7D.

[0102] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.

[0103] FIG. 8 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as an increase in the values ​​of the ability parameters and aptitude parameters of the main character, based on the factor information possessed by the inherited character. Here, two inherited characters are set for one main character, and these inherited characters are training characters that were previously generated. Therefore, when a training character to be set as an inherited character is generated, two inherited characters are also set for that training character.

[0104] As shown in FIG. 8, the main character to be trained in the training main game that is about to begin is the current generation. The two training characters set as inherited characters for this main character are the first generation of succession. Furthermore, for the first generation of succession training characters, two training characters are set as inherited characters when training begins. The two training characters that were set as inherited characters when the first generation of succession training characters were generated are the second generation of succession.

[0105] In this case, the characters that provide utility to the current main character are the first and second succession generation training characters, as shown in Figure 8. As described above, two succession characters (first succession generation) are set for one main character, so a total of six training characters provide utility to one main character.

[0106] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.

[0107] 7D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.

[0108] FIG. 9 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the main character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.

[0109] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.

[0110] The factors possessed by a development character only affect the main character being developed when that development character is set as the successor character. The factors that a development character can acquire are classified into multiple types. Figure 9 shows the factor types as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.

[0111] The factor level is determined by lottery. In this case, after the factors to be acquired by the development character are determined, the factor level for each of the acquired factors may be determined by lottery. 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 factor to be acquired and the factor level are determined at the same time.

[0112] The factor level is most effective at level 3 and least effective at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.

[0113] Basic ability factors increase the ability parameters of the main character. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A training character will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a training character of the first or second generation of inheritance has a speed factor, the main character's speed ability parameter will increase.

[0114] At this time, the increase in the speed ability parameter varies 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 a total of six characters being trained, including two first-generation inheritors and four second-generation inheritors, 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).

[0115] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the main character.

[0116] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose that the first, 30th, and 54th turns of the training main game are set as factor activation turns. In these factor activation turns, it is determined whether or not to activate each factor. If it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.

[0117] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as the activation probability), may differ among 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. Furthermore, in the 30th and 54th turns, the activation probability of a basic ability factor differs depending on the factor level. As an 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%.

[0118] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 7C, one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed below the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152a displays a value obtained by adding the increase value for the first turn.

[0119] 7D, two inheritance characters that make up the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21," "+63," and "+42" are displayed below the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.

[0120] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 7D, the notation "+63" displayed below the power ability parameter and the notations "+21" and "+42" displayed below the speed and intelligence ability parameters are color-coded.

[0121] The aptitude factors shown in Figure 9 increase the aptitude parameters of the main character. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A training character will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of inherited characters includes a training character with a turf factor, the aptitude parameter of the main character's turf aptitude will increase.

[0122] Aptitude factors also have activation timing and conditions, and whether or not they will activate is determined for each aptitude factor on the same factor activation turn as basic ability factors. If an aptitude factor is activated, 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.

[0123] For example, if the aptitude factors of three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the main character's grass aptitude and short distance aptitude will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.

[0124] Also, 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 short-distance factors. In this case, the main character's turf aptitude and short-distance aptitude each increase by three 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 factors, short-distance factors, and mile factors, respectively. In this case, the main character's turf aptitude increases by four levels, and the short-distance aptitude and mile aptitude each increase by one level.

[0125] 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 initial value of the main character's aptitude for grass is A, even if the inherited character has a grass factor, the aptitude for grass will not increase in the first turn.

[0126] In contrast, in turns 30 and 54, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. As an example, in turns 30 and 54, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If the activation of an aptitude factor is determined by lottery in turns 30 or 54, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 30 and 54, the upper limit of 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.

[0127] The aptitude parameter display section 152b on the inherited character selection screen 170 displays the aptitude parameter values ​​after they have increased in the first turn.

[0128] The race factors increase the ability parameters of the main character. Race factors are provided for each of the races that can be entered in the main training game, such as GI races, which are of high difficulty (hereinafter referred to as "factor target 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 target race in which the main character comes in first. If the lottery is won, the training character can acquire a race factor.

[0129] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.

[0130] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.

[0131] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 30th and 54th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.

[0132] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is developed as the main character, the character factor set for that character is always given to the developed character at the end of the development game. Note that only one character factor is set per character, so a single developed character can only acquire one character factor at most. Furthermore, if a developed character is generated based on a character that has not been strengthened to a predetermined level, it cannot acquire a character factor.

[0133] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for that character factor occurs, and as described above, skill hints can be obtained.

[0134] Skill factors are assigned based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill that the training character has acquired. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors that correspond to the acquired skills that the training character has acquired. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.

[0135] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the main character to acquire skills similar to those already acquired by the inherited character, etc.

[0136] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.

[0137] Here, it is assumed that the training character acquires skill factors in addition to the skills that have already been acquired, but without providing skill factors, the skills that the main character can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.

[0138] As described above, the ability parameters of the main character vary greatly depending on the inherited character organized into the deck. Furthermore, even if the development character itself has high abilities, whether or not it acquires factors is determined by lottery, so a development character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the development character itself does not have high abilities, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only develop a powerful development character, but also to develop a development character that is effective as an inherited character, which adds to the fun of the game.

[0139] Furthermore, in this embodiment, compatibility is determined between the main character, the first-generation succession character, and the second-generation succession character. When the characters are combined in a compatible manner, the conditions for activating the factor become more favorable.

[0140] Fig. 10A is a diagram explaining compatibility judgment targets, and Fig. 10B is a diagram explaining compatibility judgment items. As shown in Fig. 10A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current main character and the first inheritance generation training character in the first inheritance group. The second judgment target (No. 2) is the current main character and the first inheritance generation training character in the second inheritance group.

[0141] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current main character, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (development character A). The fifth determination target (No. 5) is the current main character, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (development character B).

[0142] The sixth determination target (No. 6) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters (development character A) in the second inheritance group. The seventh determination target (No. 7) is the current main character, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (development character B).

[0143] For each of the above-mentioned determination targets, a determination is made as to whether a condition is met for each of a plurality of determination items. An example of the determination items is shown in FIG. 10B. In this embodiment, the game world is set in such a way that characters that can be selected as main characters are students, and each character trains at school.

[0144] As shown in Fig. 10B, each character is set in advance as a grade level, colleague, or friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, colleague, or friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the character to be judged match.

[0145] Each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values ​​differ depending on the judgment item, but the expected compatibility values ​​may be common to all judgment items.

[0146] For example, when determining compatibility, first, the current main character, who is the first object of determination, and the first-generation inheritance character of the first inheritance group are determined to have all of the determination items met. At this time, the compatibility expectation values ​​associated with the determination items that are met are accumulated and counted. In this way, the compatibility expectation values ​​are counted in order from the first object of determination to the seventh object of determination, and the activation probability of the factors is corrected based on the finally 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.

[0147] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. 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.

[0148] In this way, the probability of a factor activating varies depending on the compatibility between the main character and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the main character. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.

[0149] As shown in Figures 7B, 7C, and 7D, 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 with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 7A, when an inheritance character is not selected, the compatibility mark is not displayed.

[0150] 7B, a display switch button 183 is provided on the training character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters.

[0151] FIG. 11A is a diagram illustrating sorting conditions. FIG. 11B is a diagram illustrating narrowing-down conditions. A player can select and set the sorting conditions shown in FIG. 11A on a display condition setting screen. Here, the sorting conditions can be selected and set from among evaluation points, factors, number of skills, name, course suitability, registration date, running style suitability, compatibility level, distance suitability, and notes. Once the sorting conditions are set, a training character list screen 180 is displayed. At this time, the display order of training character icons 182 on the training character list screen 180 has been changed in accordance with the sorting conditions.

[0152] 11B on the display condition setting screen. Here, the filtering conditions include basic ability factors, aptitude factors, and compatibility levels. When a basic ability factor or aptitude factor is set as a filtering condition, only characters that have the factor selected by the player are displayed on the character list screen 180.

[0153] At this time, the player can set the factor level, and for example, when narrowing down is performed by setting the factor level to level 3, only the development characters having a factor of level 3 among the factors selected by the player are displayed on the development character list screen 180. The player can narrow down the development characters by selecting whether the development character itself has a factor or whether the development character's inherited character has a factor.

[0154] The player can also narrow down the search by compatibility level. Here, it is possible to narrow down the search to development characters with compatibility of ◎, development characters with compatibility of 〇, and development characters with compatibility of △. In this way, sorting and narrowing down by various conditions is possible, improving convenience for the player.

[0155] Furthermore, when a development character icon 182 is pressed and held on the development character list screen 180 shown in FIG. 7B, detailed information about the development character corresponding to the development character icon 182 is displayed.

[0156] Fig. 12 is a first diagram illustrating the character details dialog 185A. Fig. 13 is a second diagram illustrating the character details dialog 185A. Fig. 14 is a third diagram illustrating the character details dialog 185A. Detailed information about the character being trained is displayed in the character details dialog 185A. An ability parameter display field 186 showing the ability parameters of the character being trained is displayed at the top of the character details dialog 185A.

[0157] An icon indicating the character that is the basis for the development character, and the development rank and evaluation score of the development character are displayed in the upper left of the ability parameter display field 186. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right of the ability parameter display field 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. The nickname list screen displays a list of nicknames that the development character has acquired. Note that in the development main game, many nicknames are provided, and conditions for acquiring each nickname are set.

[0158] In the development main game, a nickname that meets the acquisition conditions is given to the development character. The player can select one of the nicknames that the development character has acquired and set it for that development character. The player can change the nickname set for the development character on the nickname list screen. The currently set nickname (in this case, Legend) is displayed to the left of the nickname change button 186a.

[0159] Examples of conditions for acquiring a nickname include the main character gaining a predetermined number of fans, having ability parameters or aptitude parameters above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., first place) in a specific race.

[0160] Furthermore, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, Roman letters, etc. can be input up to nine characters. The characters input on the character input screen are stored as memos linked to the development character. If a memo is stored for the development character, the memo (here, abcdefg) is displayed to the left of the memo input button 186b.

[0161] The above-mentioned memo is included in the sorting conditions for the training character icons 182 on the training character list screen 180. Therefore, by linking and registering a memo to a training character, the player can more easily search for a training character to be used as an inherited character.

[0162] In addition, an aptitude information display field 187 is displayed below the ability parameter display field 186. The aptitude information display field 187 displays aptitude parameters relating to course suitability for turf and dirt, aptitude parameters relating to distance suitability for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style suitability for breakaway, leading, overtaking, and chasing.

[0163] Below the aptitude information display field 187, a various information display field 188 is displayed. The various information display field 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation unit 188d. When the skill display tab 188a is tapped, the acquired skills of the training character are displayed in the various information display field 188, as shown in FIG. 12. Furthermore, when the inheritance information display tab 188b is tapped, the inheritance information of the training character is displayed, as shown in FIG. 13.

[0164] The various information display field 188 displays inheritance information based on the training characters that can be set as inheritance characters and the inheritance characters used to train the training characters. The inheritance information includes information on the inheritance characters used to train the training characters, factor information possessed by the training characters, and factor information possessed by the inheritance characters. Here, the inheritance information is displayed in a list for each training character.

[0165] Specifically, the factor information associated with the training character and the factor information associated with the inherited character of the training character are displayed for each character. Therefore, by scrolling the various information display field 188 up and down, the player can check the factor information possessed by each of the three characters.

[0166] In the various information display field 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 are displayed in red, and character factors are displayed in green. In addition, in the various information display field 188, race factors and skill factors are displayed in white. In addition, stars indicating the factor level are superimposed on each piece of factor information.

[0167] Furthermore, when the training information display tab 188c is tapped, the training information of the training character is displayed as shown in Fig. 14. The training information includes the type of support card used when training the training character, the characters of the first and second succession generations, the results of individual races in the training game, and evaluation points.

[0168] In this way, the player can check various information related to the character being trained in the character details dialog 185A. This makes it easier for the player to understand the information linked to the inherited character to be organized into the deck, improving convenience for the player.

[0169] In addition, in the character details dialog 185A, when the close operation unit 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 FIGS. 7A, 7B, 7C, and 7D, 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 may be acquired by the training character provisionally selected as the inheritance character is displayed.

[0170] 15 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to a skill and a skill description display field 189 in which the content of the skill is written. 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 the inherited character.

[0171] That is, the skill display dialog 185B displays a list of information about the character factors or skills linked to the skill factors of the training character. As shown in Fig. 7C, when the skill display button 172 is tapped with one training character selected as the inheriting character, the skills linked to the character factors and race factors of this one training character (inheriting character) are displayed in the skill display dialog 185B.

[0172] On the other hand, as shown in FIG. 7D, when the skill display button 172 is tapped while two training characters are selected as inheritance characters, the skills linked to the character factors and race factors possessed by each of the two training characters (inheritance characters) are displayed in the skill display dialog 185B.

[0173] 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. Furthermore, the skill display dialog 185B displays a list of information (skills) linked to 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 generate the training characters. Displaying the character details dialog 185A and the skill display dialog 185B improves convenience for the player.

[0174] Here, the skill display dialog 185B displays skills that can be acquired by activating factors. However, the skill display dialog 185B may display factor information that provides hints about skills, rather than information about skills. In any case, inheritance information (factor information) is classified into multiple types (factor types), and the skill display dialog 185B preferably displays inheritance information (character factors and race factors) classified into a predetermined type, or information linked to the inheritance information (information about skills). In this way, it can be said that the skill display dialog 185B extracts some of the inheritance information and then displays the extracted inheritance information.

[0175] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190, which will be described later, is displayed.

[0176] The player must select two development characters as inheritance characters on inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, next operation unit 154 is grayed out, as shown in FIGS. 7A and 7C, and no operation by the player is accepted. In addition, inheritance character selection screen 170 is provided with return operation unit 153, and when return operation unit 153 is tapped, main character selection screen 150 is displayed.

[0177] <Support card registration> FIG. 16A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 16A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 marked "Return" and a start operation unit 193 marked "START" are displayed at the bottom of the support card organization screen 190.

[0178] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.

[0179] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0180] FIG. 16B is a diagram illustrating a 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 organization screen 190 of FIG. 16A, the support card selection screen 200 shown in FIG. 16B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0181] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization 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 the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0182] FIG. 17A is a diagram illustrating a support card table. As shown in FIG. 17A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one to the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0183] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0184] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0185] 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.

[0186] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0187] 17B is a diagram illustrating a support effect table. As shown in FIG. 17B, the support effect table stores support effects for each type of support card possessed by the player.

[0188] Support effects increase various stats in the main 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.

[0189] FIG. 17C is a diagram illustrating a possessed skill table. As shown in FIG. 17C, the possessed skill table sets possessed skills for each support card possessed by the player. In this embodiment, possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills. The possessed skills set for each support card can be acquired by the main character selected by the player when a hint event occurs during the training main game.

[0190] FIG. 17D is a diagram illustrating a support event table. As shown in FIG. 17D, the support event table stores support events that can occur for each support card possessed by a player. A support event is an event that can occur while the training main game is being played. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0191] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

[0192] Support events may include a first hint event that may occur at the start of a turn in the training game, a second hint event that may occur after training in the training game (described later), a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game. The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.

[0193] Fig. 16C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Fig. 16C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in Fig. 16A.

[0194] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 7D is displayed on the display 26. Also, as shown in Fig. 16C, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 (Fig. 18A) is displayed.

[0195] Fig. 18A is a diagram illustrating the final confirmation screen 205. Fig. 18B 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 support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.

[0196] Here, a preset is reservation information for a race in which the main character will compete in the training main game. The player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 18B is displayed.

[0197] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.

[0198] When the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the game screen 210 (FIG. 20A) is displayed on the display 26.

[0199] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.

[0200] As described above, once the main character, successor characters, and support cards have been registered, the preparation stage processing is completed.

[0201] <Growth stage treatment> Once the preparatory stage processing is complete, the training stage processing begins. In the training stage processing, it becomes possible to train the main character. In the following, for ease of understanding, the basic flow of the training main game will first be explained.

[0202] FIG. 19 is a diagram illustrating a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 19, the training game is made up of 1st to 78th turns, and has a gameplay in which various parameters are updated according to the selection results of the player in each turn. Furthermore, according to the selection item table, items that the player can select for each turn are preset.

[0203] FIG. 20A is a diagram illustrating a game screen 210. FIG. 20B is a diagram illustrating a special race screen 230. When the process moves to the development stage, the game screen 210 shown in FIG. 20A is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with 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 is displayed so that the current remaining "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."

[0204] The main character is also provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race development will be, and the greater the increase in ability parameters through training.

[0205] As shown in FIG. 20A, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. 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 + Specifically, in this embodiment, the numerical value and rank of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 displays the remaining number of skill points possessed by the main character in the training game as a numerical value.

[0206] 20A, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," an individual race operation section 219 marked "Race," and a shop operation section 220 marked "Shop" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210. An item operation section 221 is displayed in the center of the game screen 210.

[0207] 19, the player can select one of the following items for each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), "Race" (individual race operation unit 219), or "Special Race" (special race operation unit 231), which will be described later. At this time, as shown in FIG. 19, the items that can be selected for each turn are set in advance.

[0208] When the "Rest" item is selected, stamina is restored, and when the "Going Out" item is selected, condition improves. Furthermore, when the "Training" item is selected, training, which will be described later, becomes possible, when the "Race" item is selected, the main character can compete in individual races, and when the "Special Race" item is selected, the main character can compete in special races, which will be described later. When the "Rest," "Training," "Going Out," "Race," or "Special Race" item is selected and the game result is determined, the current turn ends and the game moves on to the next turn.

[0209] In this embodiment, there are turns set where the rest operation section 215, training operation section 216, outing operation section 218, and personal race operation section 219 cannot be selected, such as the 74th, 76th, and 78th turns shown in Fig. 19. At such turns, a special race screen 230 is displayed on the display 26, as shown in Fig. 20B.

[0210] The special race screen 230 displays a special race operation section 231 labeled "Special Race," a skill operation section 217, a shop operation section 220, and an item operation section 221, and the player can select any of the operation sections. When the special race operation section 231 is selected, a special race is run that is different from the individual race that is run when the individual race operation section 219 is selected. The special race consists of a total of three races, one each on the 74th, 76th, and 78th turns, and the winner is determined based on the cumulative value of victory points, which will be described later.

[0211] On the other hand, the skill operation unit 217, shop operation unit 220, and item operation unit 221 are set to be selectable at all times in all turns. Although details will be described later, even if a skill is acquired, a shop is used, or an item is used by operating the skill operation unit 217, shop operation unit 220, or item operation unit 221, the turn does not end.

[0212] In this embodiment, when an individual race or special race is held, the main character can earn victory points and special currency depending on the finishing position in the race. In each race, the number of victory points and special currency to be earned is determined based on the finishing position. The higher the finishing position, the greater the number of victory points and special currency to be earned.

[0213] Additionally, the more difficult the race, the more victory points and special currency can be earned. For example, in the GI, GII, and GIII grades, the higher the grade of the race, the more victory points and special currency can be earned.

[0214] In the training game of this embodiment, a predetermined target point is set for each specified turn section. As described above, in this embodiment, the training game is composed of turns 1 to 78. Here, turns 1 to 24 are called the initial turn section, turns 25 to 48 are called the middle turn section, turns 49 to 72 are called the late turn section, and turns 73 to 78 are called the final turn section.

[0215] A target point is set for each of the initial, middle, and later turn sections. The target points set for each turn section may be the same or different. The player can progress through the training game up to the final turn section by gradually increasing the cumulative total of victory points earned in each turn section to the target point.

[0216] Furthermore, the target points are set based on the aptitude parameters related to the course suitability and the distance suitability of the main character to be trained. For example, the target points of a main character whose aptitude parameter for turf is higher than its aptitude parameter for dirt are set higher than the target points of a main character whose aptitude parameter for dirt is higher than its aptitude parameter for turf. Also, for example, different target points may be set depending on the highest parameter type among the aptitude parameters of short distance, mile, middle distance, and long distance. Also, different target points may be set depending on the combination of aptitude parameters related to course suitability and distance suitability. In this way, the target points set for each main character may differ depending on the aptitude parameters related to course suitability and distance suitability. Note that the target points may be set based on the aptitude parameters related to running style suitability in addition to the course suitability and distance suitability of the main character.

[0217] 20A, the target points for the current turn section and the remaining victory points, which are the remaining victory points required to reach the target points, are displayed at the top of the game screen 210. By displaying the target points and remaining victory points, the player can grasp the victory points to be acquired in the current turn section.

[0218] The victory points acquired by the player are reset for each initial turn section, middle turn section, and late turn section, but may be accumulated sequentially without being reset for each turn section.

[0219] Once the target points are achieved in the early, middle, and late turn sections, players can move on to the final turn section of the training game. In the final turn section, three special races (Race 1, Race 2, and Race 3) are held, and the winner is determined based on the cumulative victory points earned according to the race results.

[0220] The further you progress in the special races, the greater the number of victory points you can earn. Specifically, of the three races, the number of victory points you can earn for coming first in the second race is greater than the number of victory points you can earn for coming first in the first race, and the number of victory points you can earn for coming first in the third race is greater than the number of victory points you can earn for coming first in the second race.

[0221] In addition, so-called non-player characters (hereinafter referred to as NPCs) who compete against the main character in all three races have the same character ID. However, the NPC parameters are set to increase as the special race progresses. For example, the correction value added to the NPC's ability parameters increases in the order of the first race, the second race, and the third race, thereby increasing the NPC's ability parameters. In the final turn section, even if the player's ranking in the special race is below a predetermined ranking (for example, second place or lower), the training game does not end and the special race can continue.

[0222] Fig. 21A is a first diagram illustrating the training screen 240. Fig. 21B is a second diagram illustrating the training screen 240. When the training operation unit 216 on the game screen 210 is operated, the training screen 240 is displayed on the display 26.

[0223] 21A, training items are displayed at the bottom of training screen 240. Here, a speed operation section 241 marked "Speed" is displayed, a stamina operation section 242 marked "Stamina" is displayed, a power operation section 243 marked "Power" is displayed, a willpower operation section 244 marked "Spirit" is displayed, and an intelligence operation section 245 marked "Wisdom" is displayed.

[0224] When the player taps one of the operation units 241-245 once, the training item corresponding to the tapped operation unit 241-245 is provisionally selected, and the operation unit 241-245 corresponding to the provisionally selected training item is highlighted. Fig. 21A shows a state in which the power operation unit 243 is provisionally selected. Fig. 21B shows a state in which the stamina operation unit 242 is provisionally selected.

[0225] Additionally, the training level for each training item is also displayed on each operation unit 241 to 245. The training level is a parameter that increases according to the number of times each training item is selected, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0226] Furthermore, the operation units 241 to 245 that are currently being temporarily selected display a failure rate display unit 246 that reads "Failure." The failure rate displayed as a numerical value in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0227] Furthermore, the status display section 213 displays the value by which the ability parameter will increase if the training corresponding to the provisionally selected operation sections 241 to 245 is executed and successful. For example, in the example shown in FIG. 21A, the power operation section 243 is provisionally selected, and "Stamina" is displayed as "+8" and "Power" is displayed as "+10" in the status display section 213. Furthermore, in the example shown in FIG. 21B, the stamina operation section 242 is provisionally selected, and "Stamina" is displayed as "+15" and "Spirit" is displayed as "+5" in the status display section 213.

[0228] Furthermore, when the training is performed successfully, an event notification display 247 is displayed on the operation units 241 to 245 corresponding to the training item in which a predetermined event occurs. The event notification display 247 can be displayed in different manners depending on the type of event.

[0229] 21B, in the upper right portion of the training screen 240, a placed character icon 248 of the character placed in the training is displayed for each of the temporarily selected operation units 241 to 245. If the training is successful and a predetermined event occurs corresponding to the character displayed in the placed character icon 248, an event notification display 247 is displayed in the corresponding placed character icon 248. Hereinafter, the placed character icon 248 on which the event notification display 247 is displayed is referred to as an event placed character icon 249. Hereinafter, training in which a character is placed is referred to as joint training.

[0230] In this embodiment, the character placed in the training is a support character. When training in which a support character is placed is executed, a second event linked to the placed support character may occur. When this second event occurs, an event notification display 247 is displayed on the placed character icon 248. If the training in which a support character is placed is successful, the parameter increase value of the main character will be higher than if the training in which a support character is not placed is successful.

[0231] However, without being limited to this, the characters placed in training may be characters other than the support characters corresponding to the support cards registered by the player in the preparation stage processing. For example, the characters placed in training may be characters selected by random lottery from among all support characters implemented in the game. In this case, a character icon 248 representing a character other than the support character registered by the player is displayed on the training screen 240. Furthermore, when training is performed in which the character icon 248 is displayed, an event associated with a character other than the support character registered by the player may occur. Here, the occurrence rate of an event associated with a character not registered by the player is lower than the occurrence rate of an event associated with a support character registered by the player. In this case, an event notification display 247 may also be displayed on the character icon 248 displayed on the training screen 240.

[0232] 21C is a diagram illustrating a training result notification screen 240a. When any of the temporarily selected operation units 241 to 245 is tapped again, the training corresponding to the tapped operation unit 241 to 245 is executed. When the training is executed, a training result notification screen 240a, which notifies the player of the success or failure of the training, is displayed on the display 26. Here, the word "success" is displayed, notifying the player of the success of the training.

[0233] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.

[0234] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 21A or 21B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is performed and the training is successful, stamina decreases. On the other hand, when training for wisdom is performed and the training is successful, stamina is restored.

[0235] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.

[0236] The content 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 be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0237] 21D is a diagram illustrating the event screen 240b. When the display of the training result report screen 240a ends, the event screen 240b may be displayed on the display 26. Various events are executed on the event screen 240b. Note that multiple events may occur during one turn.

[0238] For example, when the first or second hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a specific ability. Each skill has its own activation conditions and effects, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during individual races, which will be described later.

[0239] Events include the first and second hint events that acquire skills, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase mood, and events that decrease mood. As will be described in more detail below, events include events whose turn of occurrence is predetermined and events that occur when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all of the events that have occurred have ended, the game screen 210 for the next turn is displayed.

[0240] FIG. 22A is a first diagram illustrating an inheritance event. FIG. 22B is a second diagram illustrating an inheritance event. FIG. 22C is a third diagram illustrating an inheritance event. FIG. 22D is a fourth diagram illustrating an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and will always occur on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 30th turn, and the 54th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 30th turn.

[0241] When the 30th turn begins, first, as shown in FIG. 22A, the main character and an operation unit marked "Touch" are displayed on the event screen 240b. When the operation unit displayed on the event screen 240b is tapped, an animated image including the main character and two inherited characters is displayed, as shown in FIG. 22B. Furthermore, when the operation unit is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters being trained, the first and second inherited generations.

[0242] Then, as shown in Figure 22C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 22D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the game screen 210 shown in Figure 20A is displayed, allowing the player to select one of the options. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.

[0243] Fig. 23A is a first diagram illustrating the skill screen 250. Fig. 23B is a second diagram illustrating the skill screen 250. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 250 shown in Fig. 23A is displayed on the display 26.

[0244] The skill screen 250 displays a skill display field 251. The skill display field 251 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a first hint event or a second hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, for possessed skills for which a hint has been obtained, the skill points required to acquire them are displayed with a discount. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the skill display field 251.

[0245] Furthermore, for the skills displayed on the skill screen 250, the conditions for activating each skill and the effect when activated are displayed.

[0246] Also displayed at the top of the skill screen 250 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 250 is the current number of turns.

[0247] When a player consumes skill points and acquires a possessed skill based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 23B, to notify the player that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214, and the display is updated.

[0248] 24A is a first diagram illustrating an individual race selection screen 260. When the individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 260 shown in Fig. 24A is displayed. The individual race has a game aspect in which the main character races against an NPC.

[0249] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 260. Furthermore, an individual race selection operation section 261 for selecting a race event in which the main character will compete is displayed at the center of the individual race selection screen 260. When multiple individual race selection operation sections (subcommands) 261 are displayed on the individual race selection screen 260, different individual races are set for each of the multiple individual race selection operation sections 261. Furthermore, a start operation section 262 marked "Start" is displayed at the bottom of the individual race selection screen 260. Note that the races that can be selected using the individual race selection operation section 261 on the individual race selection screen 260 are set in advance for each turn.

[0250] Furthermore, entry conditions are set in advance for each race, and the player can enter the main character only in races that satisfy the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the individual race selection operation unit 261, as shown in FIG. 24A, and a notice is issued that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the individual race selection screen 260.

[0251] FIG. 24B is a diagram illustrating an individual race start screen 270. When the start operation unit 262 is operated after the race event of the individual race in which the player will participate has been selected using the individual race selection operation unit 261, the individual race start screen 270 shown in FIG. 24B is displayed. A strategy display unit 271 is displayed in the center of the individual race start screen 270. The strategy display unit 271 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 272 labeled "Change." When the change operation unit 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the individual race to any strategy by operating the strategy change screen.

[0252] Also, at the bottom of the individual race start screen 270, a result operation section 273 marked "Result" and a race operation section 274 marked "Race" are displayed.

[0253] When the race operation unit 274 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a moving image of the development of the race (hereinafter also referred to as a race moving image) is displayed.

[0254] FIG. 24C is a first diagram illustrating the individual race result screen 280. FIG. 24D is a second diagram illustrating the individual race result screen 280. When playback of the race video ends, or when the result operation unit 273 is operated, the individual race result screen 280 is displayed on the display 26. As shown in FIG. 24C, the individual race result screen 280 displays the finishing order of the main character in the individual race. Furthermore, as shown in FIG. 24D, the individual race result screen 280 displays the current class of the main character.

[0255] In this embodiment, the main character is classified into a class according to the number of fans acquired. Each class has a set range of the number of fans, and here, the main character is classified into one of eight classes depending on the number of fans. The individual race result screen 280 displays the number of fans, victory points, and special currency acquired in the current individual race. The individual race result screen 280 also displays the cumulative number of fans obtained by adding the newly acquired number of fans to the number of fans previously acquired. The current class corresponding to the cumulative number of fans is also clearly displayed. The individual race result screen 280 also displays the cumulative victory points obtained by adding the newly acquired victory points to the previously acquired victory points, and the cumulative special currency value obtained by adding the newly acquired special currency to the previously acquired special currency.

[0256] 25 is a diagram illustrating an example of the item exchange screen 300. For example, when the shop operation unit 220 on the game screen 210 shown in FIG. 20A is tapped, the item exchange screen 300 shown in FIG. 25 is displayed. On the item exchange screen 300, the player can consume the special currency that the player has acquired and exchange it for a predetermined item displayed on the item exchange screen 300. Note that on the game screen 210 shown in FIG. 20A, the total amount of special currency possessed by the player may be superimposed and displayed below the shop operation unit 220.

[0257] 25, the item exchange screen 300 displays the item operation section 221 and an item exchange list 301. In the item exchange list 301, one or more item exchange tabs 302 are displayed.

[0258] The item exchange tabs 302 display the names of items that the player can exchange (item names), the effects of the items, the amount of special currency required for the exchange, the exchange deadline, and the item exchange operation unit 303. The exchange deadline is displayed on each item exchange tab 302, for example, the number of turns remaining from the current turn during which the player can exchange items. On the item exchange screen 300, items are exchanged at regular intervals (predetermined turns). The exchange deadline is the number of turns remaining until the item exchange occurs. In addition, for item exchange, a lottery may be held every turn during the training game, and a sale may occur with a certain probability. The period during which a sale occurs is, for example, from the turn in which the sale occurs to the turn in which the next item is exchanged. During a sale period, the amount of special currency required for item exchange is smaller than outside of the sale period.

[0259] Items that players can exchange include, for example, parameter-changing items, status-granting items, training level-changing items, skill hint acquisition items, character rearrangement items, training effect-changing items, stamina-consuming items, failure rate-changing items, and event parameter-changing items.

[0260] A parameter change item is an item that changes the parameters of the main character, such as increasing the value of a target parameter by a predetermined value among the main character's speed, stamina, power, tenacity, intelligence, physical strength, physical strength upper limit, condition, skill points, and number of fans.

[0261] A status-granting item is an item that grants a status to the main character. For example, a status-granting item may grant the main character a favorable or unfavorable status. Advantageous statuses include, for example, statuses that increase the amount of increase in various parameters of the main character, and statuses that reduce the amount of skill points consumed to acquire skills. Furthermore, unfavorable statuses include, for example, statuses that cause events such as a decrease in various parameters of the main character, and statuses that prevent various parameters from increasing.

[0262] The training level change item is an item that changes the training level of each training item. For example, the training level change item increases the training level of a target training item from among speed, stamina, power, tenacity, and intelligence by a predetermined value.

[0263] The skill hint acquisition item is an item that allows the main character to acquire or possess a skill by triggering a skill event. For example, the skill hint acquisition item can allow the main character to acquire or possess various skills shown in FIG. 6C.

[0264] The character rearrangement item is an item that rearranges a character that is placed in a predetermined training to another training, as shown in Figures 21A and 21B. Character rearrangement will be described later.

[0265] A training effect modification item is an item that modifies the training effect of training for a certain period of time. Specifically, a training effect modification item increases the fixed increase value of the main character's ability parameter due to training (described later) by a predetermined value for a certain period of time. For example, a training effect modification item increases the fixed increase value of the ability parameter due to training of the target training item (speed, power, guts, stamina, intelligence) by 0% for 0 turns.

[0266] A stamina consuming item is an item that increases the amount of stamina consumed during training, thereby improving the training effect. Specifically, a stamina consuming item increases the fixed increase in the main character's ability parameters through training, which will be described later, by a predetermined value. When used in conjunction with a training effect changing item, a stamina consuming item can increase the training effect.

[0267] A failure rate change item is an item that changes the failure rate of a target training item. For example, a failure rate change item reduces the failure rate of a target training item (speed, power, guts, stamina, or intelligence) by a predetermined value.

[0268] An event parameter change item is an item that changes the parameter change value of the main character that is granted when an event occurs after a race. For example, an event parameter change item increases the parameter change value of the main character by a predetermined value among the main character's speed, stamina, power, tenacity, intelligence, physical strength, physical strength upper limit, condition, skill points, and number of fans.

[0269] The item exchange list 301 shown in FIG. 25 displays examples of training effect changing items, event parameter changing items, and parameter changing items. When the item exchange operation unit 303 of each item exchange tab 302 is tapped, a subtraction process is executed to subtract the required number of special currency listed in the item exchange tab 302 from the total amount of special currency acquired by the player, and an assignment process is executed to assign the item listed in the item exchange tab 302 to the player. Note that at least some of the items exchangeable in the item exchange tab 302 are finite items whose number of exchanges (i.e., number of purchases) is limited to a predetermined number or less. When the number of assigned finite items reaches the upper limit, the player will no longer be able to exchange for finite items, even if he or she has special currency.

[0270] Furthermore, when the item operation unit 221 is tapped, an item use screen (not shown) is displayed on the display 26. The item use screen displays a list of items possessed by the player. The list of items also includes items exchanged on the item exchange screen 300. In other words, the item use screen displays items that have been given to the player in exchange for special currency. Note that the item use screen may also display items obtained in various events. The player can use various items by tapping on items displayed on the item use screen.

[0271] In this embodiment, by operating the item operation unit 221, the player can use various items exchanged for special currency (parameter-changing items, status-granting items, training level-changing items, skill hint acquisition items, character rearrangement items, training effect-changing items, stamina-consuming items, failure rate-changing items, and event parameter-changing items) on each screen. When each item is used, an icon representing the effect currently being exerted by using the item may be displayed, for example, on the training screen 240 shown in FIG. 21A. At this time, the number of turns until the effect is exerted by using the item may also be displayed below the icon. Note that, as shown in FIG. 25, each item has an exchangeable period. The player can exchange each item for special currency within the exchangeable period set for each item. Note that each item does not necessarily have an exchangeable period.

[0272] 26 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.

[0273] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each main character, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that can occur during the training main game are predetermined.

[0274] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0275] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0276] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.

[0277] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0278] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for the character that the player registered as the main character in the setting game, i.e., the preparatory stage processing.

[0279] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.

[0280] After the process of determining each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.

[0281] In this embodiment, the first event is selected by lottery from among the support events associated with the support cards registered in the deck by the player in the preparation stage processing. However, this is not limited to this, and a support event associated with a support card selected by lottery from among all support cards implemented in the game may be selected. In this case, it is preferable that the selection probability of a support event associated with a support card registered in the deck is higher than the selection probability of a support card event associated with a support card not registered in the deck.

[0282] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the main character and support card, respectively. These event types are categorized by the information referenced when determining whether an event will occur.

[0283] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.

[0284] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the main character. The aptitude event is an event that increases or decreases the aptitude parameters of the main character. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events, in addition to displaying a story, change ability parameters or aptitude parameters.

[0285] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.

[0286] In this embodiment, the turn start processing includes a process for determining a scenario event, a process for determining an exclusive event, and the following processes shown in FIG. 26: "process for determining whether a first event will occur," "process for determining whether a support character will be deployed," "process for determining an increase in an ability parameter," and "process for determining a second event." The processes are executed in the following order: process for determining a scenario event, process for determining an exclusive event, "process for determining whether a first event will occur," "process for determining whether a support character will be deployed," "process for determining an increase in an ability parameter," and "process for determining a second event." Note that various other processes are also executed in the turn start processing, but here, the processes shown in FIG. 26 will be explained in order.

[0287] <Process to determine whether the first event has occurred> The first event is selected by lottery from among the support events (first events) associated with the support cards registered by the player in the preparation stage processing. Specifically, at the start of a turn, a random number is randomly obtained, and whether or not the first event will occur and the content of the first event are determined based on the obtained random number and the first event table. The first event table sets a selection ratio for "occurring" or "not causing" the first event. In this embodiment, the first events include four types of events: event a, event b, event c, and event d. For example, the first event table sets the probability of "occurring" each event (events a to d) to 20%, and the probability of "not causing" the first event to occur to 20%. Note that the selection ratio for the first event may be set individually for each support card, i.e., each support character.

[0288] <Process to determine whether or not to place support characters> FIG. 27 is a diagram illustrating a placement presence / absence table. As shown in FIG. 27, the placement presence / absence table sets a selection ratio for whether or not a support character has a training item placed ("placed in one of the training items" or "not placed"). In this embodiment, based on the placement presence / absence table shown in FIG. 27, the placement presence / absence is determined for all support characters corresponding to all support cards registered by the player in the preparation stage processing. Specifically, at the start of a turn, a random number is randomly obtained, and the placement presence / absence of a training item for each support character is determined based on the obtained random number and the placement presence / absence table. However, without being limited to this, the placement presence / absence of a training item for each support character may be selected by lottery from among all support characters corresponding to all support cards implemented in the game.

[0289] Specifically, as shown in FIG. 27, in this embodiment, the support character has a 16% chance of being "placed" in one of the training items of speed, stamina, power, tenacity, or intelligence, and a 20% chance of being "not placed" in any of the training items. As shown in FIG. 17A, multiple types of specialty training are set for the support character. Therefore, for example, the selection ratio for placement of the support character in each training item may be set so that the training item corresponding to the specialty training is higher than the training items corresponding to other than the specialty training. When a lottery is held, a lottery table that defines the selection ratio for the lottery may be stored in advance, or a lottery table may be created each time a lottery is held.

[0290] When the training item to be placed for the support character is determined, the support character determined to be placed and the determined training item may be linked and stored in the server 1000. More specifically, the server 1000 may store linking information in which a training ID indicating the type of training item is linked to the character ID of the support character or the support card ID of the support card linked to the support character.

[0291] <Process to determine the increase value of ability parameters> 28A is a diagram illustrating a training level table. As shown in FIG. 28A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected three or less times, the training levels for "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If each training is selected four or more times but seven or fewer times, the training levels are set to "Level 2." If each training is selected eight or more times but eleven or fewer times, the training levels are set to "Level 3." If each training is selected twelve or more times but fifteen or fewer times, the training levels are set to "Level 4." If each training is selected sixteen or more times, the training levels are set to "Level 5."

[0292] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0293] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Power" increase.

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

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

[0296] In addition, if "Spirit" training is performed and is successful, the values ​​of the ability parameters "Speed," "Power," and "Spirit" will increase.

[0297] Additionally, "Wisdom" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Wisdom" will increase.

[0298] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value determined in accordance with the training item and training level performed by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.

[0299] FIG. 28B is a diagram illustrating a fixed increase value (speed) table. Also, FIG. 28C is a diagram illustrating a fixed increase value table (power). That is, FIG. 28B shows fixed increase values ​​when the training item is "Speed." Also, FIG. 28C shows fixed increase values ​​when the training item is "Power."

[0300] As shown in Figures 28B and 28C, the fixed increase value table stores fixed increase values ​​that are determined in accordance with the training item and training level that has been performed. In this embodiment, as shown in Figures 28B and 28C, the ability parameter is set to increase more significantly as the training level increases.

[0301] Although not detailed here, there are also fixed increase value tables provided for when "Stamina," "Spirit," and "Wisdom" are selected as training items.

[0302] In addition to the fixed increase value described above, a bonus addition rate is determined based on the support characters placed for each training item.

[0303] 28D is a diagram illustrating a bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the support characters whose placement in each training session has been determined.

[0304] Specifically, as shown in FIG. 28D, the bonus addition rate table sets the presence or absence of a bonus addition rate and the selection ratio of the addition rate (10% increase or 20% increase) for the support character.

[0305] The bonus addition rate is selected as "none" with a 50% probability, "10% up" with a 25% probability, and "20% up" with a 25% probability.

[0306] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The value obtained by adding the bonus addition value to the fixed increase value determines the increase amount of the ability parameter value if the training is successful. Note that for training in which multiple support characters are assigned, the bonus addition value of each of the multiple assigned support characters is added to the fixed increase value. In this way, the increase amount of the main character's ability parameter if the training is successful is determined for all training types.

[0307] <Process to determine whether the second event has occurred> FIG. 29 is a diagram illustrating the second event table. The second event is selected by lottery from among the support events (second events) linked to the support cards corresponding to the support characters placed in each training item. Specifically, after the "process of determining whether or not to place a support character," a random number is randomly obtained, and whether or not the second event will occur is determined based on the obtained random number and the second event table. The second event table sets a selection ratio for "occurring" or "not causing the second event to occur."

[0308] For example, as shown in FIG. 29, the second events include four types of events: Event A, Event B, Event C, and Event D. For example, in the second event table, the probability of "occurring" each event (Events A to D) is set to 5%, and the probability of "not causing" the second event is set to 80%. Note that the selection ratio of the second event may be set individually for each support card, i.e., each support character.

[0309] In this embodiment, after the "process for determining whether or not to place a support character," a process for determining whether or not to cause a second event is performed for all support characters placed in each training item is performed. Then, based on the determination of the occurrence of a second event, an event notification display 247 is displayed on the training screen 240. If a player selects a training in which a character for which the occurrence of a second event has been determined is placed, the second event occurs after the training is completed. For example, if the occurrence of a second hint event for a support character placed in a speed training is determined, when the speed training is performed, the second hint event will always appear after the training is completed. However, if a training other than speed is performed, the second hint event will not appear after the training is completed. In this case, if the occurrence of a second event has been determined for two or more characters, which second event will occur is determined by lottery or by a predetermined priority of the support event. For example, which of multiple second events will occur is determined with equal probability. However, without being limited to this, weighting may be set according to the type of second event, and which of multiple second events will occur may be determined according to the set weighting. When it is determined that a second event will occur for two or more characters, all of the determined second events may occur.

[0310] Here, for example, when it is determined that a second event will occur, appearance information indicating whether or not the support event will occur may be linked to the support card or support character linked to the second event, and stored in the server 1000. More specifically, the server 1000 may store linking information linking the appearance information to the character ID of the support character or the support card ID of the support card linked to the support character.

[0311] The above-mentioned "process for determining whether a first event will occur," "process for determining whether a support character will be positioned," "process for determining the increase value of ability parameters," and "process for determining whether a second event will occur" are executed, and when the training operation unit 216 is operated, for example, a training screen 240 shown in FIG. 21B is displayed on the display 26.

[0312] As described above, on the training screen 240 shown in FIG. 21B, two types of character icons 248 are displayed in the stamina training item by the "processing for determining whether or not to place a support character."

[0313] Furthermore, on the training screen 240, the increase value of the ability parameter determined by the "processing to determine the increase value of the ability parameter" is displayed in the status display section 213. Also, on the training screen 240, an event notification display 247 for notifying the second event determined by the "processing to determine whether or not a second event will occur" is displayed.

[0314] At this time, when the item operation unit 221 is tapped and a character rearrangement item is used, a "process for determining training items to be rearranged" is executed.

[0315] <Process for determining training items to be rearranged> In the "process to determine which training items to rearrange," a lottery is held to determine which training item a support character that has been determined to be placed in the "process to determine whether or not to place a support character" will be rearranged to: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."

[0316] Here, when a character rearrangement item is used, a random number is redrawn, and the placement of each support character in each training item is re-determined based on the re-drawn random number and the placement presence / absence table shown in FIG. 27. That is, the placement of each support character in each training item is re-drawn. At this time, if the placement position of the support character in the training item after the re-drawn is the same as the placement position of the support character in the training item before the re-drawn (i.e., the placement position determined in the "process for determining whether or not to place a support character"), a random number is re-drawn again. Then, the placement of each support character in each training item is re-determined again based on the re-drawn random number and the placement presence / absence table shown in FIG. 27. This process is repeatedly executed until the placement position of the support character in the training item after the re-drawn is different from the placement position of the support character in the training item before the re-drawn (i.e., the placement position determined in the "process for determining whether or not to place a support character"). Alternatively, a dedicated rearrangement table may be used to result in different training items to be rearranged, thereby preventing support characters from being rearranged to the same training item. As a result, the placement of each support character in each training item after the "process of determining the training items to be rearranged" will be different from the placement of each support character in each training item after the "process of determining whether or not to place a support character."

[0317] Furthermore, when a character rearrangement item is used, the occurrence of a second event is re-drawn based on the random number selected by lottery in the "process for determining whether a second event will occur" and the second event table. Here, the same random number and the same second event table as those used in the "process for determining whether a second event will occur" are used to re-draw the event, so the second event re-drawn after using a character rearrangement item will be the same as the second event whose occurrence was determined in the "process for determining whether a second event will occur."

[0318] In other words, even if the placement of support characters for each training item changes, the presence or absence of the second event and the type of second event that has been determined to appear are maintained unchanged. Note that in this embodiment, the second event is re-drawn using the same random number, but the second event determined in the "process for determining whether or not the second event will occur" may be used as is without re-drawing. Note that the re-drawing of the placement of each support character for each training item and the re-drawing of whether or not the second event will occur are performed each time a character rearrangement item is used.

[0319] In addition, in the re-drawing process when a character rearrangement item is used, a re-drawing may be performed to link the character ID of the support character or the support card ID of the support card linked to the support character with the training ID indicating the type of training item. At this time, linking information linking the character ID of the support character or the support card ID of the support card linked to the support character with appearance information indicating whether or not a support event will appear may be maintained.

[0320] The re-draw may be performed, for example, so that each training item has an equal probability of winning. Alternatively, the re-draw may be performed so that different probabilities are set for each training item. Furthermore, for example, the re-draw may be performed so that the training item is more likely to be placed in the support character's specialty training (see FIG. 17A). When performing the re-draw, a lottery table that determines the selection ratio in the lottery may be stored in advance, or a lottery table may be created each time a lottery is performed.

[0321] After the "process for determining the training items to be rearranged" is executed, a post-rearrangement training screen 310 is displayed on the display 26.

[0322] 30 is a diagram illustrating the post-rearrangement training screen 310. As shown in Fig. 30, the post-rearrangement training screen 310 displays two types of arranged character icons 248 arranged in the tenacity training item by the "process of determining the training items to be rearranged."

[0323] One of the two types of placed character icons 248 is an event placed character icon 249 that displays an event notification display 247. The event placed character icon 249 shown in Figure 30 is the same as the event placed character icon 249 shown in Figure 21B.

[0324] That is, the event placement character icon 249 shown in FIG. 21B is rearranged from the stamina training item to the guts training item as shown in FIG. 30 by the "processing of determining the training items to be rearranged."

[0325] As described above, the second event re-drawn after using the character rearrangement item will be the same as the second event whose occurrence was determined in the "process of determining whether or not a second event will occur." As a result, as shown in Figure 30, the post-rearrangement training screen 310 displays an event placement character icon 249 displaying an event notification display 247 for notifying the second event determined in the "process of determining whether or not a second event will occur" before the "process of determining the training item to be rearranged" is executed.

[0326] This allows the appearance of the second event of the support card to be maintained while only the training item in which the support character is placed to be rearranged, making it easier for the second event to occur in the training item desired by the player, thereby improving the convenience of the training game.

[0327] The turn start processing of this embodiment includes a "process for determining whether or not a rival character is to be placed" and a "process for notifying the placement of a rival character," as shown in Figure 31. Figure 31 is a diagram illustrating the general flow of the turn start processing. A rival character is an NPC that appears in an individual race and competes with the main character in that individual race.

[0328] Rival characters are characters that have the same character ID as normal NPCs (hereinafter referred to as normal NPCs) that appear in normal individual races when rival characters do not appear. However, rival characters are characters that have higher parameters than normal NPCs. For example, rival characters have ability parameters that are a predetermined multiple (e.g., 1.1 times) of the ability parameters of normal NPCs with the same character ID. Therefore, in individual races in which rival characters appear, the game basically has the nature of a rival character competing with the main character for ranking (first place).

[0329] <Process for determining whether or not to place rival characters> 32 is a diagram illustrating a placement presence / absence table. As shown in Fig. 32, the placement presence / absence table sets a selection ratio for whether or not a rival character is placed ("place" or "do not place"). In this embodiment, whether or not a rival character is placed is determined based on the placement presence / absence table shown in Fig. 32.

[0330] In this embodiment, the placement of a rival character is executed when there is a race among the individual races appearing in the current turn in which the suitability parameters related to the current main character's field suitability and distance suitability are equal to or greater than a predetermined value (for example, C or greater). Therefore, the "processing to determine whether or not to place a rival character" first determines whether or not there is a race among the individual races (racing events) appearing in the current turn in which the suitability parameters related to the current main character's field suitability and distance suitability are equal to or greater than a predetermined value (hereinafter referred to as a suitable race).

[0331] In this embodiment, the selection ratio for rival characters changes depending on the difficulty level of the compatible race, as shown in Figure 32. Specifically, as shown in Figure 32, when the difficulty level (grade) of the compatible race is GI, there is a 60% chance that "place" will be selected for the rival character, and a 40% chance that "do not place" will be selected.

[0332] Furthermore, when the difficulty level of the compatible race is GII, there is a 50% chance that "place" will be selected for the rival character, and a 50% chance that "do not place" will be selected for the rival character. When the difficulty level of the compatible race is GIII, there is a 40% chance that "place" will be selected for the rival character, and a 60% chance that "do not place" will be selected for the rival character. However, the selection ratio of rival characters does not have to change depending on the difficulty level of the compatible race. For example, the selection ratio of rival characters may be uniform regardless of the difficulty level of the compatible race.

[0333] Once the placement of the rival character is determined, the type (character ID) of the rival character to be placed is randomly selected. At this time, one of the characters whose aptitude parameters related to course suitability and distance suitability are equal to or greater than a predetermined value (for example, C or higher) for the track, such as turf or dirt, and the distance, such as short distance, mile, middle distance, or long distance, set in the compatible race is selected as the rival character. However, if there are multiple compatible races in one turn, the random selection is made so that the same rival character (character ID) does not overlap between the multiple compatible races. Furthermore, the random selection of the rival character is performed excluding the main character to be trained.

[0334] The parameters of the rival character may be changed depending on the difficulty level of the matching race. For example, the rival character may have higher parameters as the difficulty level of the matching race increases. Alternatively, the parameters of the rival character may be constant regardless of the difficulty level of the matching race.

[0335] The parameters of the rival character are set higher as the turn of the training game progresses. Specifically, the parameters of the rival character may be set higher in the order of the initial turn section, the middle turn section, and the later turn section. More specifically, the ability parameters of the rival character are 1.1 times the ability parameters of the normal NPC with the same character ID in the initial turn section, 1.3 times the ability parameters of the normal NPC with the same character ID in the middle turn section, and 1.5 times the ability parameters of the normal NPC with the same character ID in the later turn section.

[0336] When the main character competes in a compatible race, the player is awarded a basic reward. Furthermore, when the main character beats a rival character in the compatible race, the player is awarded an additional reward in addition to the basic reward. However, the additional reward may be awarded when competing in a compatible race regardless of whether the main character wins or loses against a rival character. The basic reward is a reward that the player can receive regardless of whether the main character wins or loses against a rival character. The additional reward is awarded to the main character being trained separately from the basic reward, and may be, for example, a skill hint related to the venue of the compatible race, a skill hint related to the distance of the compatible race, or a skill hint related to the main character's running style. The additional reward may also be a predetermined event displayed on the display 26. In the predetermined event, for example, a rival character is displayed. The additional reward includes skill hints and parameters associated with the main character being trained. The skill hints may be determined based on parameters such as venue suitability, distance suitability, and running style suitability of the main character being trained.

[0337] In this embodiment, the additional rewards are described as displaying an event, granting skill hints, or granting parameters. However, the additional rewards are not limited to these, and may include special items that can increase the initial values ​​of the ability parameters of a specific character or strengthen the specific character's unique skills. Here, the specific character is, for example, a character that has the same character ID as a rival character. The specific character may be the main character or any character that competes in the matching race. However, the specific character is not limited to these, and may be any character that the player can acquire, or may be a character that does not compete in the matching race. Furthermore, one type of special item is awarded to the player as an additional reward for each matching race.

[0338] In this embodiment, there is no limit to the number of times that additional rewards can be awarded in a matched race. However, for example, the number of times that a special item can be acquired in one matched race within a predetermined period of time may be limited to a predetermined number of times. For example, the number of times that a special item can be acquired in one matched race within a day may be limited to three times. However, the number of times that a special item can be acquired may vary depending on the type of matched race (racing event). In this case, the additional rewards acquired in a matched race are linked to the player ID and stored in the server 1000.

[0339] The number of special items acquired in one acquisition is the sum of the basic number (for example, 3) and the bonus number. The bonus number can be awarded when the main character wins against a rival character.

[0340] 33 is a diagram illustrating the bonus acquisition number table. In this embodiment, the bonus acquisition number is determined based on the bonus acquisition number table. Specifically, as shown in FIG. 33, the bonus acquisition number table sets whether or not a special item can acquire a bonus and the selection ratio of the bonus acquisition number.

[0341] As shown in FIG. 33, the special item is set so that the number of bonuses acquired changes based on the outcome of the matching race (i.e., victory or defeat against a rival character). Specifically, if the main character is defeated by a rival character, the number of bonuses acquired is 0. On the other hand, if the main character wins against a rival character, the number of bonuses acquired is selected as "1" with a 50% probability, and "2" with a 50% probability.

[0342] <Process for notifying the placement of rival characters> 34A is a diagram illustrating notification of the placement of rival characters on the game screen 320. FIG. 34B is a diagram illustrating notification of the placement of rival characters on the individual race selection screen 330.

[0343] When the placement of the rival character is determined by the "process of determining whether or not to place a rival character," a rival character notification display 321 is displayed superimposed on the individual race operation section 219 on the game screen 320, as shown in FIG. 34A.

[0344] When the individual race operation unit 219 displaying the rival character notification display 321 is tapped, the individual race selection screen 330 shown in Fig. 34B is displayed on the display 26. Of the race events in the individual race selection operation unit 261 on the individual race selection screen 330, the rival character notification display 321 with the words "Rival character will run" is superimposed on the race event for which the placement of a rival character has been determined (suitable race).

[0345] By checking the rival character notification display 321, the player can choose whether to play a game in which the main character to be trained is trained, or to compete against the rival character and earn additional rewards, thereby increasing the interest of the training game. Note that in this embodiment, an example has been described in which the rival character notification display 321 shown in Figures 34A and 34B is displayed on the display 26 when the placement of the rival character is decided, but this is not limited to this, and the rival character notification display 321 may include, for example, text or an image that can identify the character type of the rival character.

[0346] In this embodiment, at the end of the final turn of each of the early, middle, and late turn sections, a bonus event occurs if the main character fulfills a predetermined condition. The predetermined condition may be, for example, achieving victory points that exceed the target points by a certain value, winning a predetermined number of times in a race of a predetermined difficulty level (e.g., GI), or defeating a rival character a predetermined number of times.

[0347] Bonus events include low bonus events and high bonus events, and the type of bonus event that occurs varies depending on the achievement status of predetermined conditions. A low bonus event is, for example, an event that levels up a unique skill set for the main character. A high bonus event is, for example, an event that levels up a unique skill set for the main character, as well as an event that increases the main character's parameters by a predetermined value and an event that increases skill points by a predetermined value.

[0348] In this embodiment, if only the basic condition among the predetermined conditions is met, a low bonus event occurs, and if both the basic condition and a specific condition among the predetermined conditions are met, a high bonus event occurs. The content of the high bonus event changes depending on the type of turn section.

[0349] For example, if the type of turn section is an initial turn section, a high bonus event that occurs will level up the unique skill set for the main character, randomly increase one of the main character's parameters by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +20).

[0350] In addition, when the type of turn section is a mid-turn section, a high bonus event that occurs will level up the unique skill set for the main character, increase all parameters of the main character by a predetermined value (for example, +5), and increase skill points by a predetermined value (for example, +30).

[0351] In addition, if the type of turn section is a later turn section, the high bonus event that occurs will level up the unique skill set for the main character, increase all parameters of the main character by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +30).

[0352] In addition, in this embodiment, a bonus event occurs when the main character fulfills a special condition, separate from the bonus event that occurs at the end of the aforementioned turn section. A special condition, for example, is when the main character wins a specific race among individual races by coming in first place. Specifically, the special condition may be when the main character wins a specific number of individual races at a specific venue and distance, when the main character wins a specific number of individual races in a specific region, or when the main character wins a specific race among high-difficulty GI races. A bonus event may be, for example, an event that increases the main character's parameters by a specific value.

[0353] In the above-mentioned main game, the training ends when all turns are completed. Also, if the character's target or target points set for each specified turn section are not achieved during the main game, the training game ends at that point.

[0354] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information about the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0355] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another racing game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0356] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0357] Fig. 35A is a first diagram illustrating the training completion screen 340. Fig. 35B is a second diagram illustrating the training completion screen 340. Fig. 35C is a third diagram illustrating the training completion screen 340. When the training game ends, the training completion screen 340 is displayed on the display 26 as shown in Fig. 35A. The training completion screen 340 first displays the training rank of the trained character, and then, as shown in Fig. 35B, the evaluation points are displayed.

[0358] 35C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a training completion screen 340. At this time, a close operation unit 331 is provided on the training completion screen 340. When the close operation unit 331 is tapped, the training completion screen 340 is hidden, and the home screen 100 is displayed on the display 26.

[0359] When the training game ends, a lottery is held to determine the factors that the main character will acquire, and the factor information is linked to the training character and stored. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 340.

[0360] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0361] (Functional Configuration of Player Terminal 1) 36 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0362] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 36 are just examples, and the terminal-side game control program includes many other programs.

[0363] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as a training game (hereinafter referred to as game information), is stored in the game information storage area 751.

[0364] Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as the training game. Therefore, all information related to the training characters trained in the training game is stored in the game information storage unit 751. Also, for example, information about the player or other players, setting information of the player terminal 1, and other information other than game information are all considered to be player information. The player information is stored in the player information storage unit 750.

[0365] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.

[0366] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.

[0367] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0368] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.

[0369] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.

[0370] (Functional configuration of server 1000) 37 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0371] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 37 are just examples, and the server-side game control program includes many other programs.

[0372] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0373] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.

[0374] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.

[0375] When various pieces of information are set in 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. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.

[0376] The training game execution unit 1101a executes all processing related to the training game.

[0377] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.

[0378] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0379] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0380] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 38 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0381] When a 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 operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0382] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about 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 to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.

[0383] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0384] When the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In practice, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, some or all of the processes in the training stage process (P7) in the player terminal 1, which will be described below, may be performed in the training stage process (S7) in the server 1000, or some or all of the processes in the training stage process (S7) in the server 1000 may be performed in the training stage process (P7) in the player terminal 1.

[0385] 39 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 executes turn start processing (S10) if it is the start of a turn (YES in S7-1), and executes turn in-progress processing (S20) if it is not the start of a turn.

[0386] FIG. 40 is a flowchart illustrating turn start processing in the server 1000. As shown in FIG. 40, first, the training game executing unit 1101a of the server 1000 executes a first event occurrence determination process (S10-1). Specifically, at the start of a turn, a random number is randomly acquired, and based on the acquired random number and the first event table, it is determined whether or not a first event will occur and the content of the first event. Then, the training game executing unit 1101a executes a support character lottery process (S10-2). Specifically, the training game executing unit 1101a references the placement presence / absence table shown in FIG. 27 and determines by lottery whether or not a support character will be placed in each training item. This process is executed for each support character.

[0387] In addition, when the placement of a support character in a training item is decided, the training game execution unit 1101a may perform a process of linking the support character ID or the support card (game medium used) ID corresponding to the support character to the training ID corresponding to the training item (parameter change element).

[0388] Next, the training game execution unit 1101a executes an ability parameter determination process (S10-3). In the ability parameter determination process, each training is executed, and an increase in the ability parameters of the main character if successful is determined. Specifically, the training game execution unit 1101a determines an increase in the ability parameters of the main character if the training is successful for all training items, by referring to the training level table shown in FIG. 28A, the fixed increase value tables shown in FIGS. 28B and 28C, and the bonus addition rate table shown in FIG. 28D. The training game execution unit 1101a also determines the amount of stamina loss or stamina recovery when each training item is executed, by referring to a stamina table (not shown). The training game execution unit 1101a also calculates the failure rate of training for each training item based on the stamina of the main character.

[0389] Then, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-4). Specifically, the training game executing unit 1101a determines by lottery whether or not a second event will occur, with reference to the second event table shown in FIG. 29. Specifically, after the support character lottery process (S10-2), a random number is randomly obtained, and whether or not a second event will occur is determined based on the obtained random number and the second event table. Here, for example, the training game executing unit 1101a executes a grant lottery to determine whether or not a support event (benefit) set in advance on a support card linked to a training item can be granted.

[0390] Furthermore, the training game executing unit 1101a executes a rival character lottery process (S10-5). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in FIG. 32 and determines by lottery whether or not to place a rival character in each matching race.

[0391] The training game executing unit 1101a stores game information including information relating to the lottery results in S10-1 to S10-5 in the game information storage unit 1151 so that the player terminal 1 can receive the game information (S10-6).

[0392] 41 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of a turn.

[0393] Fig. 42 is a flowchart illustrating the turn start processing in the player terminal 1. As shown in Fig. 42, first, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives game information including information related to the lottery results in S10-1 to S10-6 from the server 1000 (P10-1).

[0394] Then, the training game executing unit 701a executes command processing to enable the player to select various commands related to the training stage processing (P10-2). Specifically, the training game executing unit 701a refers to the selection item table shown in Fig. 19, for example, and executes processing to enable the player to select various commands such as the rest operation unit 215, training operation unit 216, skill operation unit 217, outing operation unit 218, individual race operation unit (specific command) 219, shop operation unit 220, and item operation unit 221 based on the current number of turns. In addition, the training game executing unit 701a executes processing to enable the player to select from a plurality of individual race selection operation units (sub-commands) 261 linked to the individual race operation unit 219.

[0395] In addition, in command processing, the training game executing unit 1101a allows the player to select commands from the speed operating unit 241, stamina operating unit 242, power operating unit 243, guts operating unit 244, and intelligence operating unit 245 corresponding to each training item. The training game executing unit 701a performs processing to allow the player to select one command from these multiple commands.

[0396] When the command processing is completed, the training game executing unit 701a executes the display control processing (P100).

[0397] FIG. 43 is a flowchart illustrating the display control process. As shown in FIG. 43, the training game executing unit 701a executes a first predetermined condition determination process to determine whether a first predetermined condition is met (P100-1). The first predetermined condition determination process is a process for determining whether or not the placement of a rival character has been determined based on the result of the rival character lottery process of S10-5. The training game executing unit 701a determines that the first predetermined condition is met if the placement of a rival character has been determined, and determines that the first predetermined condition is not met if the placement of a rival character has not been determined. The first predetermined condition determination process is also a process for determining whether or not a specific race is included in the races selectable in the current turn. The specific race is, for example, a race in which the above-mentioned special item can be obtained when a limited-time event is held. In other words, the first predetermined condition determination process determines whether or not the first predetermined condition is met based on the type of race (subcommand) selectable in the current turn. The training game executing unit 701a determines that the first predetermined condition is met when the specific race is included in the selectable races, and determines that the first predetermined condition is not met when the specific race is not included.

[0398] If the first predetermined condition is not met (NO in P100-1), the training game executing unit 701a hides the rival character notification display 321 (specific image) and controls the display 26 not to display the rival character notification display 321 (P100-2).

[0399] On the other hand, if the first predetermined condition is met (YES in P100-1), the training game executing unit 701a performs control to display a rival character notification display 321 (specific image) on the display 26 (P100-3). Specifically, the training game executing unit 701a executes processing to display the rival character notification display 321 linked to the individual race operation unit (specific command) 219 based on the fulfillment of the first predetermined condition. Here, the training game executing unit 701a determines whether or not to superimpose the rival character notification display 321 on the individual race operation unit 219 based on the lottery result of the rival character lottery processing of S10-5 executed by the server 1000 for each turn.

[0400] Furthermore, the training game executing unit 701a executes a process of displaying a rival character notification display 321 linked to an individual race selection operation unit (sub-command) 261 corresponding to one or more individual races based on the establishment of a first predetermined condition. Specifically, the training game executing unit 701a determines whether or not to display the rival character notification display 321 for each race event (sub-command) of the individual race selection operation unit 261 based on the main character's parameters (for example, aptitude parameters related to course suitability and distance suitability).

[0401] Furthermore, the training game executing unit 701a displays the result of the lottery on the display 26 based on the result of the support character lottery process of S10-2 executed by the server 1000 (P100-4). Here, the training game executing unit 701a causes the display 26 to display information regarding the support card (game media used) linked to each training item (parameter change element) and the result of the lottery to grant the support event (benefit).

[0402] Returning to FIG. 42, after the display control process, if any of the commands is selected by the player, the training game executing unit 701a transmits command information indicating the selected command to the server 1000 (P10-3).

[0403] Fig. 44 is a flowchart illustrating the process during a turn in the server 1000. As shown in Fig. 44, when command information is transmitted from the player terminal 1, the training game executing unit 1101a receives the transmitted command information (S20-1).

[0404] When command information is received, the training game executing unit 1101a determines whether or not the player has selected a command from the individual race operating unit 219 (S20-2). If a command from the individual race operating unit 219 has been selected (YES in S20-2), the training game executing unit 1101a performs an individual race execution process to enter the main character in an individual race (predetermined game) (S100).

[0405] 45 is a flowchart illustrating the individual race execution process. As shown in FIG. 45, the training game execution unit 1101a determines whether a first predetermined condition is met in the individual race in which the main character is to run (S100-1). If the first predetermined condition is not met (NO in S100-1), the training game execution unit 1101a executes a process of maintaining the set values ​​of the NPC parameters set for the individual race in which the main character is to run (S100-2).

[0406] On the other hand, if the first predetermined condition is met (YES in S100-1), the training game executing unit 1101a executes a process of changing the parameters of an NPC that has the same character ID as a rival character among the NPCs set in the individual race in which the main character is to run (S100-3). For example, the training game executing unit 1101a multiplies the ability parameters of a normal NPC that has the same character ID as the rival character by a predetermined factor (e.g., 1.1 times) and runs the NPC with the changed parameters in the individual race as a rival character. In other words, the training game executing unit 1101a runs the individual race in which the first predetermined condition is not met using an NPC with default parameters (predetermined parameters), and runs the individual race in which the first predetermined condition is met using an NPC with the changed default parameters.

[0407] Returning to FIG. 44, when the individual race execution process ends, the training game execution unit 1101a executes a reward awarding process to award a reward to the player based on the game result of the individual race (S200).

[0408] Figure 46 is a flowchart illustrating the reward granting process. As shown in Figure 46, the training game executing unit 1101a determines whether a first predetermined condition is met in an individual race in which the main character has run (S200-1). If the first predetermined condition is not met (NO in S200-1), the training game executing unit 1101a grants a basic reward (first reward) to the player (S200-2). The basic reward is a reward that the player can receive regardless of whether the player wins or loses against a rival character.

[0409] On the other hand, if the first predetermined condition is met (YES in S200-1), the training game executing unit 1101a awards the player an additional reward (second reward) in addition to the basic reward (S200-3). In other words, when an individual race in which the first predetermined condition is met is run, the additional reward is awarded to the player based on the game result of the individual race. The additional reward is a reward that can be earned when the main character competes in an individual race in which they compete against rival characters. Note that, regardless of whether an item is awarded as the additional reward, an event such as a second event may be generated.

[0410] 44, if the individual race operation unit 219 has not been selected (NO in S20-2), the training game execution unit 1101a determines whether or not a command in the training operation unit 216 has been selected by the player (S20-3). If a command in the training operation unit 216 has been selected (YES in S20-3), the training game execution unit 1101a performs training execution processing (S20-4).

[0411] Specifically, the training game executing unit 1101a determines whether any of the training items in the speed operation unit 241, stamina operation unit 242, power operation unit 243, tenacity operation unit 244, and intelligence operation unit 245 has been selected. The training game executing unit 1101a determines whether the selected training item is successful. If the training is successful, the training game executing unit 1101a performs, for example, a process of increasing the numerical value of the ability parameter of the main character in accordance with the training item. More specifically, if the training is successful, the training game executing unit 1101a performs a process of increasing the numerical value of the ability parameter of the main character based on the support card linked to the training item selected by the player and whether or not a support event has been granted. Furthermore, if the training is unsuccessful, the training game executing unit 1101a performs, for example, a process of decreasing the numerical value of the ability parameter of the main character in accordance with the training item. In this way, the training game executing unit 1101a changes the parameters of the main character in accordance with the training item and the determination of success of the training item.

[0412] On the other hand, if the training operation unit 216 has not been selected (NO in S20-3), the training game executing unit 1101a determines whether or not a command to use a character rearrangement item has been selected (S20-5). Here, the training game executing unit 1101a performs a second predetermined condition determination process to determine whether or not a character rearrangement item has been used. If the training game executing unit 701a determines that a character rearrangement item has been used, it determines that the second predetermined condition has been met, and if it determines that a character rearrangement item has not been used, it determines that the second predetermined condition has not been met.

[0413] When a command to use a character rearrangement item is selected (YES in S20-5), the training game executing unit 1101a performs a re-drawing process (S20-6). Specifically, when a character rearrangement item is used, the training game executing unit 1101a executes a process of re-drawing the link between the support card and the training item while maintaining the presence or absence of the second event for the support card. Specifically, when the character rearrangement item is used, a random number is drawn again, and the placement of each support character in each training item is re-determined based on the re-drawn random number and the placement presence / absence table shown in FIG. 27. At this time, if the placement position of the support character in the training item after the re-drawing is the same as the placement position of the support character in the training item before the re-drawing (i.e., the placement position determined in the support character lottery process (S10-2)), a random number is re-drawn. Then, the placement of each support character in each training item is re-determined based on the re-drawn random number and the placement presence / absence table shown in FIG. 27. This process is repeatedly executed until the placement position of the support character in the training item after the re-selection differs from the placement position of the support character in the training item before the re-selection (i.e., the placement position determined in the support character selection process (S10-2)). Furthermore, when a character rearrangement item is used, whether or not a second event will occur is re-selected by lottery based on the random number selected by lottery in the second event occurrence determination process (S10-4) and the second event table. Here, the same random number and the same second event table as those used in the second event occurrence determination process (S10-4) are used for the re-selection, so the second event re-selected after the character rearrangement item is used will be the same as the second event whose occurrence was determined in the second event occurrence determination process (S10-4). On the other hand, if a command other than the individual race operation unit 219, the training operation unit 216, or the use of a character rearrangement item is selected (NO in S20-5), various processes corresponding to each command are executed, although detailed explanations will be omitted.

[0414] Then, the training game execution unit 1101a stores game information including information regarding the race results of the individual race execution process executed in S100, information regarding the reward results of the reward granting process executed in S200, information regarding the training results executed in S20-4, information regarding the results of the second predetermined condition determination process executed in S20-5, and information regarding the re-drawing results of the re-drawing process executed in S20-6 in the game information storage unit 1151 so that the player terminal 1 can receive it (S20-7).

[0415] Figure 47 is a flowchart illustrating the process during a turn in the player terminal 1. As shown in Figure 47, first, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives game information including information on the race result, the reward result, the training result, the second predetermined condition determination result, and the re-lottery result from the server 1000 (P20-1).

[0416] After receiving the game information, the training game executing unit 701a executes a display control process (P200).

[0417] Fig. 48 is a flowchart illustrating the display control process. As shown in Fig. 48, the training game executing unit 701a determines whether a second predetermined condition is met (P200-1). If the second predetermined condition is not met (NO in P200-1), the training game executing unit 701a displays race results, reward results, training results, etc. on the display 26 based on the results of the individual race executing process of S100, the training executing process of S20-4, and various other processes executed by the server 1000 (P200-2).

[0418] On the other hand, if the second predetermined condition is met (YES in P200-1), the training game executing unit 701a displays the re-lottery result on the display 26 (P200-3) based on the lottery result of the re-lottery process of S20-6 executed by the server 1000. Specifically, the training game executing unit 701a causes the display 26 to display the support cards linked to each training item and information regarding the appearance of support events linked to the support cards.

[0419] Returning to FIG. 38, when the above-described training stage processing is completed, the training game executing unit 701a executes training game ending processing (P8) in the player terminal 1. In the training game ending processing, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751. In addition, the training game executing unit 701a transmits end information to the server 1000. This end information includes information about the training character, etc. In the server 1000, upon receiving the end information, the training game ending processing unit 1102a executes training game ending processing (S8).

[0420] The above-described training game is realized by the above-described processing. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0421] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0422] The game features and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to perform the following processing.

[0423] (Processing performed by a computer) In a game in which the parameters of a character to be trained are changed, a process (P10-2 in this embodiment) that allows the player to select one command from a plurality of commands including a specific command (in this embodiment, the individual race operation unit 219). A process (S100 in this embodiment) of executing a predetermined game (an individual race in this embodiment) based on the selection of a specific command. A process of awarding a first reward based on the game result of a predetermined game (S200-2 in the embodiment). A process (P100-3 in this embodiment) of displaying a specific image (rival character notification display 321 in this embodiment) linked to a specific command based on a predetermined condition (determining the placement of a rival character in this embodiment). When a specific command for which a predetermined condition is met is selected and a predetermined game is executed, a process of granting a second reward based on the game result of the predetermined game (S200-3 in the embodiment).

[0424] In addition, the process of executing a predetermined game (an individual race in this embodiment) executes a predetermined game in which a specific command for which a predetermined condition is not met is selected and executed using predetermined parameters (S100-2 in this embodiment), and changes the predetermined parameters in a predetermined game in which a specific command for which a predetermined condition is met is selected and executed (S100-3 in this embodiment).

[0425] Furthermore, the process of granting the second reward displays an event as the second reward.

[0426] In addition, the game in which the parameters of the character to be trained are changed includes multiple turns, and the process of displaying a specific image determines whether or not to display the specific image based on a lottery performed for each turn (in the embodiment, P100-3).

[0427] Furthermore, for a specific command (in this embodiment, the individual race operation unit 219), multiple sub-commands (in this embodiment, the individual race selection operation unit 261) linked to the specific command are set to be selectable, and different predetermined games are set for the multiple sub-commands, and the process of displaying a specific image (in this embodiment, the rival character notification display 321) determines whether or not to display the specific image based on the type of sub-command (type of race) (P100-3 in this embodiment).

[0428] Furthermore, a specific command (in this embodiment, the individual race operation unit 219) is set to have multiple sub-commands (in this embodiment, the individual race selection operation unit 261) linked to it that can be selected, and different predetermined games are set to the multiple sub-commands, and the process of displaying a specific image (in this embodiment, the rival character notification display 321) displays the specific image linked to the sub-command corresponding to one or more predetermined games (P100-3 in this embodiment).

[0429] In addition, the process of displaying a specific image (in this embodiment, rival character notification display 321) determines whether or not to display a specific image for each sub-command (in this embodiment, individual race selection operation unit 261) based on the parameters of the character to be trained (in this embodiment, P100-3).

[0430] (Processing performed by a computer) A process (P10-2 in the embodiment) that allows selection of one of a plurality of parameter change elements (training items in the embodiment) that change the parameters of the character to be trained. A process of linking the parameter change element with the game media (support cards in this embodiment) used to train the character to be trained by lottery (S10-2 in this embodiment). A process (S10-5 in this embodiment) of conducting a grant lottery to determine whether or not a pre-set benefit (a support event in this embodiment) can be granted to the game medium used that is linked to the parameter change element. A process of changing the parameters of the character to be trained based on the game media used that is linked to the parameter change element selected by the player and whether or not a bonus has been granted (S20-4 in this embodiment). When a predetermined condition (in this embodiment, the use of a character rearrangement item) is met, a process (S20-6 in this embodiment) is performed in which a link between the game medium used and the parameter change element is re-drawn.

[0431] A process (P100-4 in this embodiment) in which, before a specified condition is met, the display unit displays information regarding the game medium (support card in this embodiment) used that is linked to the parameter change element (training item in this embodiment) and the results of the award lottery.

[0432] The predetermined condition is the use of a finite item (in this embodiment, a character rearrangement item) whose purchase quantity is limited.

[0433] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0434] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process for selecting one of a plurality of parameter change elements for changing the parameters of a character to be trained and a use element for using a consumable medium that can be consumed in the game; a process of linking a game medium to be used for training the character to be trained to the parameter change element by lottery; a process of generating an event when the parameter change element associated with the game content to be used that satisfies a predetermined condition is selected; When the event occurs, a process of increasing the increase value of the parameter of the character to be trained; A process of displaying information indicating a link between the parameter change element and the game content to be used and information indicating whether the event has occurred on a display unit; a process of changing the association between the game content to be used and the parameter change element when the use element is selected; have a computer carry out Information processing program.

2. The game medium includes a game medium in which any one of the plurality of parameter change elements is set as a specific parameter change element, a probability that the specific parameter change element among the plurality of parameter change elements is associated with the game medium to be used is set to be higher than a probability that a parameter change element other than the specific parameter change element among the plurality of parameter change elements is associated with the game medium to be used. The information processing program according to claim 1 .

3. The process of changing the association between the game medium to be used and the parameter change element is limited in the number of times it can be executed.

3. The information processing program according to claim 1 or 2.

4. 1. An information processing method performed by a computer, comprising: The computer, A process for selecting one of a plurality of parameter change elements for changing the parameters of a character to be trained and a use element for using a consumable medium that can be consumed in the game; a process of linking a game medium to be used for training the character to be trained to the parameter change element by lottery; a process of generating an event when the parameter change element associated with the game content to be used that satisfies a predetermined condition is selected; When the event occurs, a process of increasing the increase value of the parameter of the character to be trained; A process of displaying information indicating a link between the parameter change element and the game content to be used and information indicating whether the event has occurred on a display unit; a process of changing the association between the game content to be used and the parameter change element when the use element is selected; To carry out Information processing methods.

5. One or more computers; The computer includes: A process for selecting one of a plurality of parameter change elements for changing the parameters of a character to be trained and a use element for using a consumable medium that can be consumed in the game; a process of linking a game medium to be used for training the character to be trained to the parameter change element by lottery; a process of generating an event when the parameter change element associated with the game content to be used that satisfies a predetermined condition is selected; When the event occurs, a process of increasing the increase value of the parameter of the character to be trained; A process of displaying information indicating a link between the parameter change element and the game content to be used and information indicating whether the event has occurred on a display unit; a process of changing the association between the game content to be used and the parameter change element when the use element is selected; To carry out Information processing system.