Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2022187579
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-11-24
- Publication Date
- 2025-09-11
- Estimated Expiration
- 2042-02-22
AI Technical Summary
Existing training games lack significant differentiation in character abilities after repeated play, leading to decreased player engagement and desire to continue playing.
An information processing system that allows players to select characters with ability information obtainable through point consumption, where points are granted during gameplay and outside conditions adjust the consumption value for ability information, enabling dynamic character development through parameter changes and item usage.
Enhances player engagement by providing dynamic character development and maintaining interest through variable gameplay mechanics, improving the desire to play the game.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
Background Art
[0002] Conventionally, for example, as shown in Patent Document 1, a breeding game in which a player breeds a character is known. In the breeding game shown in Patent Document 1, a breeding target character that is the target of the breeding game can acquire "tricks" associated with the breeding target character.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the breeding game as described above, the purpose is to generate a character with higher ability by repeating the breeding of the breeding target character many times. However, there is a problem that simply repeating the breeding game does not result in a large difference in the abilities of the generated characters, and the player's game motivation decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of improving the player's game motivation.
Means for Solving the Problems
[0006] In order to solve the above problems, the information processing program Of one or more characters associated with ability information that can be acquired by consuming points and initial consumption point information indicating the consumption value of the points for acquiring the ability information, a process of setting the character selected by the player as a character to be trained; A process of changing parameters of the character to be trained based on the player's operation, a process of granting the points during the training game, and a process of enabling the acquisition of the ability information associated with the character to be trained by consuming the granted points based on the initial consumption point information associated with the character to be trained, including a process of executing a training game; Outside the training game, when a preset specific condition is satisfied, a process of updating the initial consumption point information associated with the character so that the consumption value of the points required to acquire the ability information is smaller than before the satisfaction of the specific condition; Causing a computer to perform.
[0007] The process of updating the initial consumption point information is Holding the updated initial consumption point information as the status of the character. May be.
[0008] The process of executing the training game includes a process of granting a specific item. The specific condition may be using the specific item.
[0009] Outside the training game, when a predetermined condition different from the specific condition is satisfied, a process of increasing the ability information associated with the character and acquirable by consuming the points; May further cause a computer to perform.
[0010] To solve the above problems, an information processing method is an information processing method performed by one or more computers, The computer is A process to set a character selected by the player as a character to be trained, from among one or more characters associated with ability information obtainable by consuming points, and initial point consumption information indicating the value of points consumed to acquire said ability information, A process for executing a training game, which includes a process for changing the parameters of the training target character based on the player's actions, a process for granting points during the training game, and a process for consuming the granted points based on the initial point consumption information associated with the training target character to acquire the ability information associated with the training target character. Outside of the aforementioned training game, when a predetermined specific condition is met, the process updates the initial point consumption information associated with the character so that the amount of points consumed to acquire the ability information is smaller than before the condition was met. To carry out.
[0011] To solve the above problems, the information processing system comprises one or more computers, One or more of the aforementioned computers, A process to set a character selected by the player as a character to be trained, from among one or more characters associated with ability information obtainable by consuming points, and initial point consumption information indicating the value of points consumed to acquire said ability information, A process for executing a training game, which includes a process for changing the parameters of the training target character based on the player's actions, a process for granting points during the training game, and a process for consuming the granted points based on the initial point consumption information associated with the training target character to acquire the ability information associated with the training target character. Outside of the aforementioned training game, when a predetermined specific condition is met, the process updates the initial point consumption information associated with the character so that the amount of points consumed to acquire the ability information is smaller than before the condition was met. Execute it.
Effect of the Invention
[0012] According to the present invention, the gaming motivation of the player can be improved.
Brief Description of the Drawings
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an option setting screen. FIG. 3C is a diagram for explaining an example of a profile setting screen. FIG. 3D is a diagram for explaining an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining a general progress flow of a breeding game. [Figure 5] FIG. 5A is a diagram for explaining a main character selection screen. FIG. 5B is a first diagram for explaining a character details screen. FIG. 5C is a second diagram for explaining a character details screen. [Figure 6] FIG. 6A is a diagram for explaining an ability parameter (initial value) table. FIG. 6B is a diagram for explaining an aptitude parameter (initial value) table. FIG. 6C is a diagram for explaining a skill table. FIG. 6D is a diagram for explaining a dedicated event table. [Figure 7] FIG. 7A is a first diagram for explaining an inherited character selection screen. FIG. 7B is a first diagram for explaining a list screen of bred characters. FIG. 7C is a second diagram for explaining an inherited character selection screen. FIG. 7D is a third diagram for explaining an inherited character selection screen. [Figure 8] FIG. 8 is a diagram for explaining an inheritance lineage. [Figure 9] FIG. 9 is a diagram for explaining factor information. [Figure 10] Figure 10A is a diagram illustrating the criteria for determining compatibility, and Figure 10B is a diagram illustrating the items used to determine compatibility. [Figure 11] Figure 11A is a diagram illustrating the sorting conditions. Figure 11B is a diagram illustrating the filtering conditions. [Figure 12] Figure 12 is the first diagram illustrating the character details dialog. [Figure 13] Figure 13 is a second diagram illustrating the character details dialog. [Figure 14] Figure 14 is a third diagram illustrating the character details dialog. [Figure 15] Figure 15 is a diagram illustrating the skills display dialog. [Figure 16] Figure 16A is the first diagram illustrating the support card formation screen. Figure 16B is the diagram illustrating the support card selection screen. Figure 16C is the second diagram illustrating the support card formation screen. [Figure 17] Figure 17A is a diagram illustrating the support card table. Figure 17B is a diagram illustrating the support effect table. Figure 17C is a diagram illustrating the possessed skills table. Figure 17D is a diagram illustrating the support event table. [Figure 18] Figure 18A is a diagram illustrating the final confirmation screen. Figure 18B is a diagram illustrating the preset selection screen. [Figure 19] Figure 19 is a diagram illustrating the selection item table. [Figure 20] Figure 20A is a diagram illustrating the game screen. Figure 20B is a diagram illustrating the special race screen. [Figure 21] Figure 21A is the first diagram illustrating the training screen. Figure 21B is the second diagram illustrating the training screen. Figure 21C is the diagram illustrating the training results notification screen. Figure 21D is the diagram illustrating the events screen. [Figure 22]Figure 22A is the first diagram illustrating inheritance events. Figure 22B is the second diagram illustrating inheritance events. Figure 22C is the third diagram illustrating inheritance events. Figure 22D is the fourth diagram illustrating inheritance events. [Figure 23] Figure 23A is the first diagram illustrating the skills screen. Figure 23B is the second diagram illustrating the skills screen. [Figure 24] Figure 24A is the first diagram illustrating the individual race selection screen. Figure 24B is the diagram illustrating the individual race start screen. Figure 24C is the first diagram illustrating the individual race results screen. Figure 24D is the second diagram illustrating the individual race results screen. [Figure 25] Figure 25 is a diagram illustrating an example of an item exchange screen. [Figure 26] Figure 26 is a diagram illustrating the general flow of processing at the start of a turn. [Figure 27] Figure 27 is a diagram illustrating the presence or absence of placement. [Figure 28] Figure 28A is a diagram illustrating the training level table. Figure 28B is a diagram illustrating the fixed increase value (speed) table. Figure 28C is a diagram illustrating the fixed increase value (power) table. Figure 28D is a diagram illustrating the bonus addition rate table. [Figure 29] Figure 29 is a diagram illustrating the second event table. [Figure 30] Figure 30 is a diagram illustrating the training screen after reconfiguration. [Figure 31] Figure 31 is a diagram illustrating the general flow of processing at the start of a turn. [Figure 32] Figure 32 is a diagram illustrating the presence or absence of placement. [Figure 33] Figure 33 is a diagram illustrating the bonus acquisition table. [Figure 34] Figure 34A illustrates the notification of the placement of rival characters on the game screen. Figure 34B illustrates the notification of the placement of rival characters on the individual race selection screen. [Figure 35] FIG. 35A is a diagram for explaining a completion-of-breeding screen. FIG. 35B is a second diagram for explaining a completion-of-breeding screen. FIG. 35C is a third diagram for explaining a completion-of-breeding screen. [Figure 36] FIG. 36A is a diagram for explaining an enhancement item selection screen. FIG. 36B is a diagram for explaining a character level enhancement screen. FIG. 36C is a diagram for explaining a status level enhancement screen. FIG. 36D is a diagram for explaining a hint level enhancement screen. [Figure 37] FIG. 37 is a diagram for explaining a hint level enhancement confirmation screen. [Figure 38] FIG. 38A is a diagram for explaining the relationship between possessed skills and hint levels. FIG. 38B is a diagram for explaining a hint level enhancement item. [Figure 39] FIG. 39A is a diagram for explaining character information. FIG. 39B is a diagram for explaining the skill information of a character. [Figure 40] FIG. 40 is a diagram for explaining the configuration of memory in a player terminal and functions as a computer. [Figure 41] FIG. 41 is a diagram for explaining the configuration of memory in a server and functions as a computer. [Figure 42] FIG. 42 is a sequence diagram for explaining the processing of a player terminal and a server related to a breeding game. [Figure 43] FIG. 43 is a flowchart for explaining the breeding stage processing in a server. [[ID=2,6]] [Figure 44] FIG. 44 is a flowchart for explaining the processing at the start of a turn in a server. [Figure 45] FIG. 45 is a flowchart for explaining the breeding stage processing in a player terminal. [Figure 46] FIG. 46 is a flowchart for explaining the processing at the start of a turn in a player terminal. [Figure 47] FIG. 47 is a flowchart for explaining display control processing. [Figure 48]Figure 48 is a flowchart illustrating the in-turn processing on the server. [Figure 49] Figure 49 is a flowchart illustrating the process for executing individual races. [Figure 50] Figure 50 is a flowchart illustrating the reward distribution process. [Figure 51] Figure 51 is a flowchart illustrating the turn-based processing on the player terminal. [Figure 52] Figure 52 is a flowchart illustrating the display control process. [Figure 53] Figure 53 is a sequence diagram illustrating the processing performed by the player terminal and server in relation to character enhancement. [Figure 54] Figure 54 is a flowchart illustrating the enhancement process on the player terminal. [Figure 55] Figure 55 is a flowchart illustrating the enhancement process on the server. [Modes for carrying out the invention]
[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0016] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0018] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0019] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0020] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0021] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0022] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0023] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0024] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0025] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery, or support cards distributed by the operator.
[0030] As will be described in detail later, in the game according to this embodiment, a breeding game is provided. In the breeding game, the player can breed the characters possessed by the player. Further, the breeding game in this embodiment has a gameplay of breeding a character while making the character participate in a race imitating horse racing.
[0031] FIG. 3A is a diagram for explaining an example of the home screen 100. When the game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. The menu bar 102 is provided with a plurality of operation parts that can be operated (tapped) by the player.
[0032] Here, on the menu bar 102, a home screen selection operation part 102a, a strengthening screen selection operation part 102b, a story screen selection operation part 102c, a race game selection operation part 102d, and a gacha screen selection operation part 102e are provided. In the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.
[0033] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0034] When the strengthening screen selection operation part 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards possessed by the player. 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 breed characters with more powerful statuses in the breeding game.
[0035] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.
[0036] When the race game selection control unit 102d is tapped, a race game selection screen (not shown) is displayed. In this embodiment, various race games are provided in which the trained characters, which have been trained in the training game described later, can participate. On the race game selection screen, the player can select a race game in which the trained characters will participate. One of the race games is a team competition game in which a team composed of multiple trained characters competes against a team of another player selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.
[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.
[0038] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the main character, which is the character to be trained.
[0039] Furthermore, during the preparation phase, the player sets up a deck to be used when developing their main character. The deck consists of multiple inherited characters (which will be explained in more detail later) and multiple support cards. Therefore, in the development game, the inherited characters and support cards included in the deck are used.
[0040] Once the main character and deck (inherited characters and support cards) are set up, the game transitions from the preparation phase to the training phase, and the game for training the main character begins. In the training game, the main character's parameters can be changed. The player can own the character they have trained in the training game as their own trained character. As described above, the player can assemble their trained characters into a team and use them in team competitive games, etc.
[0041] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.
[0042] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0043] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.
[0044] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0045] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0046] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.
[0047] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0048] When the Representative Character Setting Operation Unit 126a is tapped, a Representative Character Setting screen (not shown) is displayed. On the Representative Character Setting screen, the player can set one of the characters they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck of other players' training games as an inherited character.
[0049] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.
[0050] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0051] Furthermore, as shown in Figure 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, the home settings screen 130 is displayed.
[0052] Figure 3D illustrates an example of the home settings screen 130. On the home settings screen 130, the player can set the home screen setting characters 132 that are displayed on the home screen 100. The player can set up to four home screen setting characters 132 that are displayed on the home screen 100.
[0053] Although not shown in the diagram, when a left or right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. The home screen 100 displays the four home screen setting characters 132 that are currently set. Each home screen setting character 132 is assigned the function of an operation unit displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.
[0054] The home settings screen 130 clearly displays the character image and corresponding control section for each of the four currently set home screen characters 132. When a character image displayed on the home settings screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen character 132 on the character selection screen. The player can also set the outfit for the home screen character 132 on the home settings screen 130.
[0055] Furthermore, as shown in Figure 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, the circle screen is displayed. On the circle screen, players can exchange information with other players belonging to the same circle.
[0056] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, the specific event screen is displayed. On the specific event screen, the player can exchange specific event points, which are offered exclusively for the specific event, for various rewards. In addition, in limited-time events, if the player wins a specific race (hereinafter referred to as "specific race"), the player may be given additional rewards separate from the basic rewards. Additional rewards are special items that can, for example, increase the initial value of a specific character's ability parameters or strengthen the unique skills of a specific character. Here, a specific character is, for example, any character that participates in a specific race in a limited-time event. However, it is not limited to this, and a specific character can be any character that the player can acquire, and may even be a character that does not participate in a specific race.
[0057] Here, a "specific race" is at least one race that can be played during the duration of a specific event, pre-determined according to the race type. Additional rewards may be awarded for participating in a specific race, regardless of whether or not the player wins the race. The number of times additional rewards (i.e., special items) can be obtained in a single specific race (one type of specific race) is limited to a predetermined number of times within a predetermined period. For example, the number of times special items can be obtained in a single specific race in one day is 3. However, the number of times special items can be obtained may be changed depending on the type of specific race (race category). The number of special items obtained in one instance is the sum of the base number (e.g., 3) and the bonus number (e.g., 1 or 2). The bonus number may be awarded if the player wins a specific race. Additional rewards obtained through specific races are linked to the player ID and stored on server 1000.
[0058] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. Players can play the training game by consuming game points. Game points are awarded to the player at predetermined intervals (e.g., every 10 minutes) by a predetermined amount (e.g., +1). There is an upper limit (e.g., 100) on the number of game points a player can hold, and players can hold game points within this limit. A game point display bar 136 is provided at the top of the home screen 100, which visually displays the percentage of the current number of game points relative to the upper limit.
[0059] Note that when a training game is started, a predetermined amount of game points (for example, -30) is deducted. Therefore, if a player does not possess the required number of game points, they cannot start the training game. However, players can possess items that restore game points and can use these items to restore them. These items can be obtained, for example, as rewards in training games or team competition games, or by spending in-game currency. The training game is described in detail below.
[0060] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.
[0061] Furthermore, the setting game is where the player registers their main character and deck (inherited characters and support cards), and corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the training main game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.
[0062] <Preparation Stage Processing> The preparation phase primarily involves registering the main character and setting up the deck (inherited characters and support cards). Support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the development of the main character. Hereafter, the character associated with a support card will be referred to as a support character.
[0063] <Registering the main character> On the home screen 100, when the player taps the training game operation unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario. On the scenario selection screen, the player can select one of the multiple scenarios. Here, we will explain the case when a predetermined scenario is selected.
[0064] Figure 5A is a diagram illustrating the main character selection screen 150. In the center of the main character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 150, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed. At the bottom of the main character selection screen 150, the return operation section 153 labeled "Return" and the next operation section 154 labeled "NEXT" are displayed.
[0065] In this embodiment, initial values for ability parameters are set for each character, and the ability parameter display unit 152a displays the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.
[0066] Figure 6A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 6A, the ability parameter (initial value) table stores the initial values of the ability parameters for each character. Based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the ability parameter display unit 152a displays the initial values of the ability parameters.
[0067] In this embodiment, initial values for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include the speed ability parameter labeled "Speed" in the ability parameter display unit 152a, the stamina ability parameter labeled "Stamina" in the ability parameter display unit 152a, the power ability parameter labeled "Power" in the ability parameter display unit 152a, the tenacity ability parameter labeled "Spirit" in the ability parameter display unit 152a, and the intelligence ability parameter labeled "Wisdom" in the ability parameter display unit 152a.
[0068] The initial values of each character's ability parameters can be increased through player actions. For example, each character has five status levels, and players can increase a character's status level by spending in-game currency or designated items. As a character's status level increases, the initial values of that character's ability parameters also increase. Figure 6A shows the initial values when a character is at a predetermined level. Players can increase the values of ability parameters in the main training game. In other words, the goal of the main training game is to train characters with higher ability parameter values.
[0069] In this embodiment, each character has a set of aptitude parameters (initial values), and as shown in Figure 5A, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters for the character corresponding to the character icon 151 selected by the player, using letters of the alphabet.
[0070] Figure 6B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 6B, the aptitude parameter (initial value) table stores the initial values of the aptitude parameters for each character. The initial values of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters.
[0071] In this embodiment, initial values for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.
[0072] In this simulation game, players can enter their main character in various races. The higher the main character's suitability for the race, the more advantageous the race will be.
[0073] Furthermore, the initial values of each character's aptitude parameters may be increased by spending in-game currency. Also, the values of the aptitude parameters may change during the main training game. Additionally, during the main training game, an aptitude parameter may be set to S, which is higher than A.
[0074] Figure 5B is the first diagram illustrating the character details screen 160. Figure 5C is the second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.
[0075] The character details screen 160 displays the skill operation section 161 and the event operation section 162 in the center. As shown in Figure 5B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a personal race, which will be described later. The race development of each character becomes more advantageous when skills are activated.
[0076] Figure 6C is a diagram illustrating the skill table. As shown in Figure 6C, the skill table stores the skills of each character the player possesses. Based on the skills stored in the skill table, the skills are displayed on the character details screen 160, as shown in Figure 5B. Note that skills cannot be activated simply by possessing them; they can only be activated after being acquired. Below, skills that a character can activate will be referred to as acquired skills.
[0077] Each character is assigned one pre-acquired skill from the start of the main training game. In addition to the pre-acquired skill, each character also has multiple possessed skills. Possessed skills can be acquired after the start of the main training game by spending skill points, which will be explained later. In other words, possessed skills can become pre-acquired skills in exchange for skill points.
[0078] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 6C are displayed as acquired skills in the character details screen 160 of Figure 5B. Also, skills corresponding to "〇" in the skill table shown in Figure 6C are displayed as possessed skills in the character details screen 160 of Figure 5B. In this embodiment, as shown in the character details screen 160 of Figure 5B, acquired skills are highlighted to make it easier to distinguish between acquired skills and possessed skills.
[0079] In Figure 5B, the game shows a scenario where one acquired skill is displayed in the acquired skills display section 161a and seven possessed skills are displayed in the possessed skills display section 161b, but this is not the only possible scenario. For example, the number of acquired and possessed skills may differ for each character. Furthermore, the number of acquired or possessed skills for each character may increase due to factors such as leveling up, or the consumption of in-game currency or items.
[0080] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 5C, and a dedicated event display section 162a, which shows the dedicated events provided for each character, is displayed. In this case, as shown in Figure 5C, the event operation section 162 is highlighted. Dedicated events occur when predetermined conditions are met in the main training game, and they display stories related to the characters that appear in the training game or change the values of ability parameters.
[0081] Figure 6D is a diagram illustrating the dedicated event table. As shown in Figure 6D, the dedicated event table stores dedicated events for each character owned by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character details screen 160, as shown in Figure 5C. Dedicated events may include hint events that allow the acquisition or possession of skills, ability events that increase or decrease the numerical values of the character's ability parameters, etc.
[0082] Furthermore, the special events displayed on the character details screen 160 shown in Figure 5C may all be executed during the main training game, or at least some of them may be executed during the main training game, or none of them may be executed during the main training game if certain conditions are not met. Also, for example, the number of special events provided for each character may increase as the character's level increases, or as in-game currency or items are consumed. In addition, special events that are not displayed as special events may be executed during the main training game if certain conditions are met.
[0083] Furthermore, as shown in Figures 5B and 5C, a close operation button 163 labeled "close" is displayed at the bottom of the character details screen 160. When the close operation button 163 on the character details screen 160 is tapped, the display of the character details screen 160 ends, and the main character selection screen 150 is displayed on the display 26.
[0084] Furthermore, when the return operation button 153 is tapped on the main character selection screen 150 shown in Figure 5A, the home screen 100 shown in Figure 3A is displayed on the display 26. The main character selection screen 150 is also 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.
[0085] The training information display screen has a "Clear Objectives" tab. Here, the goal of the training game is to create a stronger training character by training the main character selected from the characters the player owns. As will be explained in more detail later, the training game consists of multiple turns, and in each turn the player needs to have the main character train or participate in races.
[0086] Each character has multiple clear objectives set for them. When the clear objectives tab is tapped, the clear objectives set for the selected character are displayed in a list on the training information screen. Each turn has a predetermined race in which the main character can participate.
[0087] Furthermore, when you enter your main character, who is the target of your training, into a race, that main character can earn fans, victory points, and special currency. Each race has a base amount of fans, victory points, and special currency earned depending on the finishing position, and the higher the finishing position, the greater the amount of fans, victory points, and special currency earned. Races also have difficulty levels, and the more difficult the race, the more fans, victory points, and special currency can be earned. For example, there are graded races called major races, namely 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, but the more fans, victory points, and special currency can be earned.
[0088] Here, the number of fans that can be gained by participating in a race is calculated by adding a bonus to the base number of fans determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus number of fans is calculated by multiplying the base number of fans by this correction value. The sum of this bonus number and the base number of fans is the number of fans that the main character gains. For example, if the race result is 1st place, the larger the difference between the main character and the character that came in 2nd place, the larger the correction value. Also, if the race result is between 2nd and 5th place, the smaller the difference between the main character and the character that came in 1st place, the larger the correction value.
[0089] Furthermore, the main character will activate skills during the race with a predetermined probability. The more skills activated, the greater the bonus value. In this way, each race has defined conditions for adding fans, and the number of fans gained increases depending on various race results other than finishing position, as well as the progress during the race. However, the number of fans gained by the main character will be at least equal to the base number of fans gained corresponding to their finishing position.
[0090] Note that some races have a minimum number of fans required to participate. If the main character's fan count does not meet the required number, the player cannot enter the main character in that race. The more difficult the race, the more fans are required to enter.
[0091] As described above, each character has multiple clear objectives. By achieving these objectives, the player can continue the main training game until the final turn. On the other hand, if the objectives are not achieved, the main training game ends in that turn.
[0092] As described above, the player can select a main character on the main character selection screen 150 shown in Figure 5A while checking various information about each character. When the next operation unit 154 is tapped on the main character selection screen 150, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.
[0093] <Registering inherited characters> Figure 7A is the first diagram illustrating the inheritance character selection screen 170. Figure 7B is the first diagram illustrating the training character list screen 180. Figure 7C is the second diagram illustrating the inheritance character selection screen 170. Figure 7D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters.
[0094] Inherited characters are characters that inherit abilities, skills, and other attributes from the main character. Players can select two inherited characters from their own training characters and representative characters of other players, such as followers or friends, according to predetermined selection criteria, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inherited character in a single training game.
[0095] The inheritance character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inheritance character selection area 171a, and a second inheritance character selection area 171b. When the screen transitions from the main character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 7A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.
[0096] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 7B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.
[0097] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 7B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed.
[0098] When the nurtured character icon 182 is tapped, the nurtured character corresponding to the nurtured character icon 182 enters a provisional selection state. Also, when the nurtured character icon 182 is tapped, as shown in FIG. 7C, the inherited character selection screen 170 is displayed. At this time, for example, when the first inherited character selection area 171a is tapped and the nurtured character list screen 180 is displayed, and the nurtured character icon 182 is tapped on the nurtured character list screen 180, an image showing the nurtured character in the provisional selection state is displayed in the first inherited character selection area 171a.
[0099] In this state, for example, when the second inherited character selection area 171b is tapped and the nurtured character list screen 180 is displayed, and the nurtured character icon 182 is tapped on the nurtured character list screen 180, an image showing the nurtured character in the provisional selection state is displayed in the second inherited character selection area 171b, as shown in FIG. 7D.
[0100] Also, information related to the inherited character used during nurturing is linked and stored in the nurtured character. Information related to the inherited character used when nurturing the nurtured character is displayed in the first inherited character selection area 171a.
[0101] FIG. 8 is a diagram for explaining the inheritance lineage. In the nurturing game, various effects are brought about, such as the values of the ability parameters and aptitude parameters of the main character increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one main character, and these inherited characters are nurtured characters generated earlier. Therefore, even when a nurtured character set as an inherited character is generated, two inherited characters are set for the nurtured character.
[0102] As shown in Figure 8, the main character to be trained in the upcoming training game is referred to as the current generation. Two training characters that are set as successor characters to this main character are referred to as the first generation of successors. Furthermore, at the start of training, the first generation of successor characters have two training characters set as successor characters. The two training characters that were set as successor characters when the first generation of successor characters were created are referred to as the second generation of successors.
[0103] In this case, the characters that benefit the current main character are the first and second generation inheritance characters, as shown in Figure 8. As described above, two inheritance characters (first generation inheritance) are assigned to one main character, so a total of six characters will benefit one main character.
[0104] For example, the first inheritance group is formed by one of two first-generation inheritance characters and two second-generation inheritance characters that are inherited by this character. Similarly, the second inheritance group is formed by the other of two first-generation inheritance characters and two second-generation inheritance characters that are inherited by this character.
[0105] As shown in Figure 7D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0106] Figure 9 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the main character being trained is registered as the training character, and at this time, factor information is linked to and stored in the training character. Specifically, when the training of the training character is completed, the factors that the training character will acquire are determined by lottery. Then, factor information indicating the factors that were won in the lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factors that were won in the lottery.
[0107] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can be entered into racing games such as team racing games. In this case, the race simulation, or calculation process, is performed to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the trained characters participating. Since the factors that a character being trained possesses are not used in this calculation process, even if a character has many factors, it will not give them an advantage in the race.
[0108] The factors possessed by a character being trained only affect the main character being trained if that character is set as a successor character. The factors that a character being trained can acquire are classified into several types. Figure 9 shows the factor types as follows: basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor has one of several stages. Here, there are three factor levels: Level 1, Level 2, and Level 3.
[0109] The factor level is determined by lottery. In this case, after the factors acquired by the character being trained are determined, the factor level may be determined by lottery for each acquired factor. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factors and factor levels will be determined simultaneously.
[0110] Factor levels range from level 3 (highest effect) to level 1 (lowest effect). In the lottery that determines the factor level, the probability of winning level 3 is the lowest, and the probability of winning level 1 is the highest. However, the probability of winning a factor or a factor level may change depending on the results of the training game. In this case, for example, a training character with higher ability parameters and evaluation points may be assigned a higher factor level.
[0111] Basic ability factors increase the ability parameters of the main character. There are five basic ability factors: Speed, Stamina, Power, Tenacity, and Intelligence. The character being trained will always acquire one of the five basic ability factors. Each of the five basic ability factors corresponds to one of the five ability parameters: Speed, Stamina, Power, Tenacity, and Intelligence. For example, if a first-generation or second-generation inherited character being trained has the Speed factor, the main character's Speed ability parameter will increase.
[0112] At this time, the increase in the speed ability parameter differs depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter will increase by "7", if it is level 2, the ability parameter will increase by "13", and if it is level 3, the ability parameter will increase by "21". Therefore, if the six characters being trained, two from the first generation of inheritance and four from the second generation of inheritance, all have a speed factor of level 3, the main character's speed ability parameter will increase by a maximum of 126 (increase of 21 x 6 characters).
[0113] However, each factor has a set activation timing and activation conditions. Therefore, even if an inherited character possesses a factor, if the activation conditions are not met at the activation timing, the main character will not benefit from it.
[0114] As described above, the main training game consists of multiple turns, of which certain turns are designated as factor activation turns. For example, let's say that the 1st, 30th, and 54th turns of the main training game are designated as factor activation turns. During these factor activation turns, it is decided whether or not to activate each factor. If it is decided to activate a factor, the activation conditions for that factor are met, and the corresponding effect is brought about.
[0115] Whether or not a basic ability factor is activated is determined by a lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100%, regardless of the factor level. Also, in the 30th and 54th turns, the activation probability of a basic ability factor differs depending on the factor level. For example, in the 30th and 54th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0116] On the inheritance character selection screen 170, the increase in ability parameters during the first turn is displayed. For example, in Figure 7C, one inheritance character constituting the first inheritance group is tentatively selected. In this case, the type of ability parameter that will increase during the first turn due to the tentatively selected inheritance character, and the amount of that increase, are displayed. Here, "+63" is displayed below the Power ability parameter, indicating that the Power ability parameter will increase by 63 points during the first turn. Furthermore, the ability parameter display section 152a displays the value that includes the increase in the first turn.
[0117] Furthermore, in Figure 7D, two inheritance characters constituting the first and second inheritance groups have been provisionally selected. In this case, the types of ability parameters that will increase in the first turn, and the amount of that increase, are displayed for the two provisionally selected inheritance characters. Here, "+21", "+63", and "+42" are displayed below the ability parameters for Speed, Power, and Intelligence, respectively, indicating that in the first turn, the ability parameters for Speed, Power, and Intelligence will increase by 21 points, 63 points, and 42 points, respectively.
[0118] Furthermore, on the inheritance character selection screen 170, the increase in ability parameters due to inheritance characters constituting the first inheritance group and the increase in ability parameters due to inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in Figure 7D, the "+63" displayed below the power ability parameter and the "+21" and "+42" displayed below the speed and intelligence ability parameters are color-coded.
[0119] The aptitude factors shown in Figure 9 increase the aptitude parameters of the main character. There are six aptitude factors: turf factor, dirt factor, sprint factor, mile factor, middle-distance factor, and long-distance factor. The character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, sprint aptitude, mile aptitude, middle-distance aptitude, and long-distance aptitude, respectively. For example, if a first-generation or second-generation inherited character being trained includes a character with the turf factor, the main character's turf aptitude parameter will increase.
[0120] Furthermore, aptitude factors also have activation timings and conditions, and whether or not they activate is determined for each aptitude factor during the same factor activation turn as basic ability factors. If an aptitude factor is determined to activate, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0121] For example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are turf factor, sprint factor, and mile factor, respectively, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and middle-distance factor, respectively. In this case, the main character's turf aptitude and sprint aptitude will each increase by two levels, and their mile aptitude and middle-distance aptitude will each increase by one level.
[0122] Furthermore, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all sprint factors. In this case, the main character's turf aptitude and sprint aptitude will each increase by 3 levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf, sprint, and mile factors, respectively. In this case, the main character's turf aptitude will increase by 4 levels, and their sprint and mile aptitude will each increase by 1 level.
[0123] However, in the first turn, there is a limit to the increase in aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the main character's initial grass aptitude is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.
[0124] In contrast, in turns 30 and 54, a lottery is held to determine whether or not each aptitude factor will be activated, based on its level. For example, in turns 30 and 54, the activation probability of a level 3 aptitude factor is set to 5%, a level 2 aptitude factor to 3%, and a level 1 aptitude factor to 1%. If the activation of an aptitude factor is determined by the lottery in turn 30 or 54, the aptitude parameter corresponding to that aptitude factor will increase. Note that in turns 30 and 54, the upper limit for each aptitude is raised from A to S. Therefore, in turns 30 and 54, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.
[0125] Furthermore, the aptitude parameter display section 152b on the inheritance character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0126] Race Factors increase the ability parameters of the main character. Race Factors are available for each high-difficulty race (such as GI races) that can be entered in the main training game (hereinafter referred to as "factor-targeted races"). At the end of the training game, a lottery is held to determine whether or not the main character will acquire a race Factor for each factor-targeted race in which they came in first place. If the character wins this lottery, they will acquire a race Factor.
[0127] Furthermore, each race factor has a factor level, and the factor level is determined by lottery for each race factor that is acquired. Also, there is no upper limit to the number of race factors that a single character can acquire; a character can acquire multiple race factors.
[0128] Each race factor has a predetermined ability parameter that it increases upon activation, along with the value of that increase. For example, some race factors increase the speed ability parameter, while others increase the power ability parameter. In this case, the value of the ability parameter increase increases with higher factor levels.
[0129] Furthermore, each race factor has its own activation timing and conditions, and it is decided whether or not to activate each race factor during its activation turn. If a race factor is activated, the ability parameter corresponding to that race factor will increase. Note that race factors can only be activated during turns 30 and 54. Also, the probability of a race factor activating during its activation turn varies depending on the factor level, with higher factor levels resulting in a higher activation probability.
[0130] Character factors are unique to each character. For example, if a character that has been strengthened to a certain level is used as the main character, the character factors set for that character will be automatically assigned to the character being trained upon completion of the training game. Since only one character factor is set per character, a character being trained can acquire a maximum of one character factor. Furthermore, if a character being trained is created based on a character that has not been strengthened to a certain level, it will not acquire any character factors.
[0131] Furthermore, character factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turn turns. When a character factor is activated, a hint event set for each character factor occurs, and as mentioned above, hints for skills can be obtained.
[0132] Skill factors are awarded based on the skills acquired by the character being trained. Specifically, at the end of the training game, a lottery is held to determine whether or not the character acquires a skill factor for each skill they have acquired. If the character wins this lottery, the character is awarded a skill factor. In other words, the character being trained can acquire some or all of the skill factors corresponding to the skills they have acquired. If the acquisition of a skill factor is decided, the factor level of that skill factor is determined by a lottery.
[0133] Furthermore, skill factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. The higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event, specific to that skill factor, occurs, allowing the player to obtain hints about the skill. This allows the main character to acquire skills similar to those already acquired by inherited characters, etc.
[0134] Thus, whether or not a character acquires a skill factor depends on the range of skills already acquired by the character being trained. Therefore, the more skills a character has already acquired, the higher the probability of acquiring a skill factor. However, since the acquisition of skill factors is determined by a lottery, even if a character has acquired many skills, they may not acquire any skill factors.
[0135] In this example, the character being trained acquires skill factors in addition to the skills they have already acquired. However, it is also possible to determine the skills the main character can acquire based on the skills already acquired by the character being trained as a successor character, without introducing skill factors.
[0136] As described above, the ability parameters of the main character change significantly depending on the inheritance characters included in the deck. Furthermore, even if the character being trained has high abilities, the acquisition of factors is determined by chance, so a character with high abilities is not necessarily suitable as an inheritance character. On the other hand, even if the character being trained does not have high abilities, it may still function effectively as an inheritance character by acquiring many factors with high factor levels. Thus, by making it possible to include inheritance characters in the deck, the game offers the added interest of not only training powerful characters, but also training characters that are effective as inheritance characters.
[0137] Furthermore, in this embodiment, compatibility is determined between the main character, the first-generation inheritance character, and the second-generation inheritance character. When the characters are a compatible combination, the conditions for activating the factor become more favorable.
[0138] Figure 10A is a diagram illustrating the targets for compatibility determination, and Figure 10B is a diagram illustrating the compatibility determination items. As shown in Figure 10A, in this embodiment, seven targets for determination are provided, numbered from No. 1 to No. 7. The first target for determination (No. 1) is the current main character and the first generation of inheritance characters in the first inheritance group. The second target for determination (No. 2) is the current main character and the first generation of inheritance characters in the second inheritance group.
[0139] The third set of characters to be evaluated (No. 3) are the first generation inheritance characters in the first inheritance group and the first generation inheritance characters in the second inheritance group. The fourth set of characters to be evaluated (No. 4) are the current main character, the first generation inheritance characters in the first inheritance group, and the character of one of the second generation inheritance characters (character A) in the first inheritance group. The fifth set of characters to be evaluated (No. 5) are the current main character, the first generation inheritance characters in the first inheritance group, and the character of the other of the second generation inheritance characters (character B) in the first inheritance group.
[0140] The sixth set of characters to be evaluated (No. 6) are the current main character, the first generation character being trained in the second inheritance group, and the character being trained for one of the second generation characters in the second inheritance group (character being trained A). The seventh set of characters to be evaluated (No. 7) are the current main character, the first generation character being trained in the second inheritance group, and the other character being trained for the second generation character in the second inheritance group (character being trained B).
[0141] For each of the above-mentioned targets for evaluation, the condition is determined for each of the multiple evaluation items. Figure 10B shows an example of evaluation items. In this embodiment, the game world is set up so that the main characters that can be selected are students, and each character undergoes training at school.
[0142] Furthermore, as shown in Figure 10B, each character has pre-defined settings such as grade level, colleague status, and friendship status. The evaluation criteria include, for example, whether the two or three characters being evaluated are in the same grade, colleagues, or friends. The evaluation criteria also include whether the characters being evaluated have a suitable running style, distance suitability, and track suitability.
[0143] Each evaluation criterion is associated with an expected compatibility value, and the expected compatibility values of the evaluation criteria that are met between the characters being evaluated are accumulated. Here, the expected compatibility value differs depending on the evaluation criterion, but the expected compatibility value may be the same for all evaluation criteria.
[0144] For example, when determining compatibility, the first step is to determine whether all compatibility criteria are met between the current main character (the first target of the assessment) and the first-generation inheritance character of the first inheritance group. At this time, the compatibility expectation value associated with the successful assessment criteria is accumulated and counted. In this way, the compatibility expectation value is counted sequentially from the first to the seventh target of the assessment, and finally, the activation probability of the factors is corrected based on the calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0145] Furthermore, the calculated compatibility expectation value may be used as a correction value to calculate the activation probability. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0146] Thus, since the probability of factor activation differs depending on the compatibility between the main character and the inherited character, or between the inherited characters themselves, the combination of two inherited characters will have a significant impact on the main character's development. In other words, character compatibility is an important factor when selecting inherited characters.
[0147] 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 of the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 7A, the compatibility mark is not displayed when no inheritance character is selected.
[0148] Furthermore, as shown in Figure 7B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting order and filter of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters.
[0149] Figure 11A is a diagram illustrating the sorting conditions. Figure 11B is a diagram illustrating the filtering conditions. Players can select and set the sorting conditions shown in Figure 11A on the display conditions setting screen. Here, players can select and set one of the following as sorting conditions: evaluation score, factor, number of skills, name, track suitability, registration date, running style suitability, compatibility level, distance suitability, or memo. Once the sorting conditions are set, the training character list screen 180 is displayed. At this time, the display order of the training character icons 182 on the training character list screen 180 is changed according to the sorting conditions.
[0150] Furthermore, players can select and set filtering conditions as shown in Figure 11B on the display conditions setting screen. Here, the filtering conditions include basic ability factors, aptitude factors, and compatibility levels. When basic ability factors or aptitude factors are set as filtering conditions, only training characters possessing the factors selected by the player will be displayed on the training character list screen 180.
[0151] At this time, the player can set the factor level. For example, if the factor level is set to level 3 and filtering is performed, only the training characters that have factors with a factor level of 3 among the factors selected by the player will be displayed on the training character list screen 180. The player can also filter the training characters by choosing whether the training character itself has the factor, or whether the inherited character of the training character has the factor.
[0152] Furthermore, players can filter by compatibility level. Here, it's possible to narrow down the list to characters with excellent compatibility (◎), characters with good compatibility (〇), and even characters with moderate compatibility (△). In this way, sorting and filtering by various conditions is possible, improving convenience for players.
[0153] Furthermore, in the character training list screen 180 shown in Figure 7B, when a character training icon 182 is long-pressed, detailed information about the character training corresponding to the character training icon 182 is displayed.
[0154] Figure 12 is the first diagram illustrating the character details dialog 185A. Figure 13 is the second diagram illustrating the character details dialog 185A. Figure 14 is the third diagram illustrating the character details dialog 185A. The character details dialog 185A displays detailed information about the character being trained. At the top of the character details dialog 185A, the ability parameter display area 186, which shows the ability parameters of the character being trained, is displayed.
[0155] In the upper left of the ability parameter display area 186, an icon indicating the base character for the character being trained, the character's evaluation score, and training rank are displayed. In the upper right of the ability parameter display area 186, there is a title change button 186a and a memo input button 186b. When the title change button 186a is tapped, a title list screen (not shown) is displayed. The title list screen displays a list of titles acquired by the character being trained. In the main training game, there are many titles available, and acquisition conditions are set for all of them.
[0156] In the training-focused game, titles are assigned to training characters once the acquisition conditions are met. Players can select one of the titles a training character has acquired and set it for that character. Players can change the title set for a training character on the title list screen. To the left of the title change button 186a, the currently set title (in this case, Legend) is displayed.
[0157] Examples of conditions for acquiring a title include the main character gaining a certain number of fans, having ability parameters or aptitude parameters above a certain value, acquiring a certain skill, winning a certain number of races, or achieving a certain finishing position (e.g., 1st place) in a specific race.
[0158] Additionally, when the memo input button 186b is tapped, a text input screen (not shown) is displayed. On this screen, you can input up to nine characters, such as hiragana, katakana, numbers, or Roman letters. The text entered on this screen is stored as a memo and linked to the character being trained. If a memo is stored for the character being trained, the memo (in this case, abcdefg) is displayed to the left of the memo input button 186b.
[0159] Furthermore, the sorting criteria for the training character icons 182 on the training character list screen 180 include the above memo. Therefore, by registering memos associated with training characters, players can more easily search for training characters to use as inherited characters.
[0160] Furthermore, below the ability parameter display area 186, the aptitude information display area 187 is displayed. The aptitude information display area 187 displays aptitude parameters related to track suitability for turf and dirt, aptitude parameters related to distance suitability for sprint, mile, middle distance, and long distance, and aptitude parameters related to running style suitability for front-runner, pace-setter, stalker, and closer.
[0161] Below the aptitude information display area 187, a various information display area 188 is displayed. The various information display area 188 includes a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d. When the skill display tab 188a is tapped, the skills acquired by the training character are displayed in the various information display area 188, as shown in Figure 12. Also, when the inheritance information display tab 188b is tapped, the inheritance information of the training character is displayed, as shown in Figure 13.
[0162] The various information display fields 188 show inheritance information based on the training character that can be set as an inheritance character and the inheritance character used to train that training character. The inheritance information includes information on the inheritance character used to train the training character, the factor information of the training character, and the factor information of the inheritance character. Here, the inheritance information is displayed in a list for each training character.
[0163] Specifically, the factor information associated with the character being trained, and the factor information associated with the inheriting character of that character, are displayed for each character. Therefore, by scrolling the various information display fields 188 vertically, the player can check the factor information that each of the three characters possesses.
[0164] In the various information display area 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors in red, and character factors in green. In addition, race factors and skill factors are displayed in white in the various information display area 188. Furthermore, stars indicating the factor level are superimposed on each factor's information.
[0165] Furthermore, when the training information display tab 188c is tapped, the training information of the training character is displayed, as shown in Figure 14. The training information includes the type of support card used when training the character, the first and second generation inherited characters, the individual race results in the training game, and the evaluation score.
[0166] In this way, the character details dialog 185A allows the player to check various information about the character being trained. Therefore, it is easier for the player to understand the information linked to the inherited character to be included in the deck, improving the player's convenience.
[0167] Furthermore, in the character details dialog 185A, when the close operation button 188d is tapped, the character details dialog 185A is closed and the training character list screen 180 is displayed on the display 26. Also, as shown in Figures 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 can be acquired by the training character currently selected as the inheritance character is displayed.
[0168] Figure 15 illustrates the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to a skill and a skill description display field 189 that describes the skill's content. The skills displayed in this skill description display field 189 are a list of all skills that the main character may acquire if the currently selected training character is used as an inheritance character.
[0169] In other words, the skill display dialog 185B displays a list of information about the skills associated with the character factors or skill factors possessed by the character being trained. As shown in Figure 7C, when the skill display button 172 is tapped while one character being trained is selected as the inheritance character, the skills associated with the character factors and race factors possessed by this character being trained (inheritance character) are displayed in the skill display dialog 185B.
[0170] On the other hand, as shown in Figure 7D, if the skill display button 172 is tapped while two training characters are selected as inheritance characters, the skills associated with the character factors and race factors of each of the two training characters (inheritance characters) will be displayed in the skill display dialog 185B.
[0171] As described above, in this embodiment, the character details dialog 185A displays a list of inheritance information (factor information) for each training character that can be set as an inheritance character. In addition, the skill display dialog 185B displays a list of information (skills) associated with the inheritance information (factor information). At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training characters that can be set as inheritance characters and the inheritance characters used to create the training characters. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0172] Here, the skill display dialog 185B is designed to show skills that can be acquired through the activation of factors. However, the skill display dialog 185B may also display factor information that provides hints about skills, rather than information about the skills themselves. In any case, inheritance information (factor information) is classified into multiple types (factor types), and the skill display dialog 185B should display inheritance information classified into a predetermined type (character factors and race factors), or information linked to the inheritance information (information about skills). Thus, it can be said that the skill display dialog 185B displays information related to the extracted inheritance information after some of the inheritance information has been extracted.
[0173] Then, once the two training characters are in a provisional selection state, the Next Operation Unit 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Unit 154 is tapped, the provisionally selected training characters are provisionally registered in the deck as inheritance characters, and the Support Card Formation Screen 190, described later, is displayed.
[0174] Furthermore, on the inheritance character selection screen 170, the player must select two training characters as inheritance characters. If the two inheritance characters are not in a provisional selection state, the next operation unit 154 will be grayed out, as shown in Figures 7A and 7C, and the player's input will not be accepted. In addition, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0175] <Register your support card> Figure 16A is the first diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 16A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 labeled "Return" and a start operation section 193 labeled "START" are displayed at the bottom of the support card formation screen 190.
[0176] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.
[0177] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0178] Figure 16B is a diagram illustrating the support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card formation screen 190 in Figure 16A, the support card selection screen 200 shown in Figure 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 the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0179] Although not shown in the diagram, when the support card display frame 192 in the lower right corner of the support card formation screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.
[0180] Figure 17A is a diagram illustrating the support card table. As shown in Figure 17A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with a character ID of 1. To put it another way, each support card is always associated with a support character of 1.
[0181] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.
[0182] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.
[0183] 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.
[0184] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.
[0185] Figure 17B is a diagram illustrating the support effect table. As shown in Figure 17B, the support effect table stores the support effects for each type of support card held by the player.
[0186] Support effects increase various stats in the training-focused game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.
[0187] Figure 17C is a diagram illustrating the possessed skills table. As shown in Figure 17C, the possessed skills table has skills set for each support card the player possesses. In this embodiment, the possessed skills are set for each support card so that the character set as the main character by the player possesses those skills. The possessed skills set for each support card can be acquired by the main character selected by the player when a hint event occurs during the main training game.
[0188] Figure 17D is a diagram illustrating the support event table. As shown in Figure 17D, the support event table stores the support events that may occur for each support card the player possesses. Support events are events that may occur during the execution of the main training game. When a support event occurs, the values of various stats in the main training game may increase or decrease.
[0189] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.
[0190] Support events may include the first hint event that may occur at the start of a turn in the training game, the second hint event that may occur after training is performed as described later in the training game, the first ability event that may occur at the start of a turn in the training game, and the second ability event that may occur after training is performed 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. Hereafter, 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.
[0191] Figure 16C is a second diagram illustrating the support card configuration screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 16C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 16A.
[0192] When the return operation unit 153 is operated on the support card formation screen 190, the inherited character selection screen 170 shown in Figure 7D is displayed on the display 26. Also, as shown in Figure 16C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 (Figure 18A) is displayed.
[0193] Figure 18A is a diagram illustrating the final confirmation screen 205. Figure 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 the support cards. The final confirmation screen 205 also displays the preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0194] Here, a preset is reservation information for a race in which the main character will participate in the training-focused game. The player can create a preset by selecting any race from all available races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in Figure 18B is displayed.
[0195] The preset selection screen 205A displays preset load buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset load buttons 206a and then tapping the select control 206c. When the select control 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, if the cancel control 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0196] Furthermore, if the cancel operation button 205c is tapped on the final confirmation screen 205, the support card arrangement screen 190 will be displayed. On the other hand, if the start operation button 205b is tapped, the game screen 210 (Figure 20A) will be displayed on the display 26.
[0197] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the main character and the character type set as the support character.
[0198] As described above, the preparation phase is completed once the main character, inherited character, and support card are registered.
[0199] <Cultivation Stage Processing> When the preparation stage process ends, the cultivation stage process starts. In the cultivation stage process, it becomes possible to cultivate the main character. Hereinafter, in order to facilitate understanding, first, the basic flow of the cultivation main game will be described.
[0200] FIG. 19 is a diagram for explaining a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 19, the cultivation game is composed of the 1st turn to the 78th turn, and has a gameplay in which various parameters are updated according to the player's selection results in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.
[0201] FIG. 20A is a diagram for explaining a game screen 210. FIG. 20B is a diagram for explaining a special race screen 230. When shifting to the cultivation stage process, the game screen 210 shown in FIG. 20A is displayed on the display 26. At the upper part of the game screen 210, a stamina display section 211 and a condition display section 212 are displayed. The main character is provided with a parameter of "stamina". The parameter of "stamina" is mainly used for calculating the failure rate, which is the probability of failing in the training described later. The stamina display section 211 is displayed so that the remaining amount of the "stamina" of the current main character can be visually grasped with respect to the upper limit value of the "stamina".
[0202] Also, the main character is provided with a parameter of "condition". The condition display section 212 is displayed so that the "condition" of the current main character can be visually grasped in a plurality of stages (five stages: extremely poor condition, poor condition, normal condition, good condition, and excellent condition). The higher the parameter of "condition", the more advantageous the race development of the main character becomes, and the greater the increase value of the ability parameter by training becomes.
[0203] Furthermore, as shown in Figure 20A, the main character's image, status display section 213, and skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 shows the current status of the main character as a numerical value and multiple rank levels (G + F, F + , E, E + , D, D + , C, C + , B, B + , A, A + S, SS, SS + It is shown in 16 stages. Specifically, in this embodiment, the numerical values and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.
[0204] As shown in Figure 20A, the bottom of the game screen 210 displays the rest control section 215 labeled "Rest," the training control section 216 labeled "Training," the skill control section 217 labeled "Skill," the outing control section 218 labeled "Going Out," the personal race control section 219 labeled "Race," and the shop control section 220 labeled "Shop." The top of the game screen 210 displays the current turn number. The center of the game screen 210 displays the item control section 221.
[0205] As shown in Figure 19, the player can select one of the following items in each turn: "Rest" (rest control unit 215), "Training" (training control unit 216), "Going Out" (going out control unit 218), "Race" (individual race control unit 219), or "Special Race" (special race control unit 231), which will be described later. At this time, as shown in Figure 19, the selectable items for each turn are predetermined.
[0206] When the "Rest" option is selected, your stamina will recover, and when the "Going Out" option is selected, your condition will improve. Also, when the "Training" option is selected, you can perform the training described later, when the "Race" option is selected, you can enter your main character in a personal race, and when the "Special Race" option is selected, you can enter your main character in a special race described later. Once the game result is determined by selecting one of these options, "Rest," "Training," "Going Out," "Race," or "Special Race," the current turn ends and the game moves on to the next turn.
[0207] In this embodiment, as shown in Figure 19, there are turns in which the items in the rest operation unit 215, training operation unit 216, outing operation unit 218, and personal race operation unit 219 become unavailable for selection, such as turns 74, 76, and 78. During such turns, the special race screen 230 is displayed on the display 26, as shown in Figure 20B.
[0208] The special race screen 230 displays the special race control unit 231, skill control unit 217, shop control unit 220, and item control unit 221, all labeled "Special Race," allowing the player to select one of these units. When the special race control unit 231 is selected, a special race different from the individual race executed when the individual race control unit 219 is selected is performed. The special race consists of three races in total, one in each of the 74th, 76th, and 78th turns, and the winner is determined based on the cumulative value of victory points, as described later.
[0209] 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 during every turn. As will be explained in more detail later, even if you acquire a skill, use the shop, or use an item by operating the skill operation unit 217, shop operation unit 220, or item operation unit 221, the turn will not end.
[0210] In this embodiment, when an individual race or a special race is executed, the main character can obtain victory points and special currency according to the finishing order of the race. For each race, the number of victory points and special currency obtained is determined for each finishing order. The higher the finishing order, the larger the numerical values of the victory points and special currency obtained.
[0211] Also, in races with a higher difficulty level, more victory points and special currency can be obtained. For example, in the grades of GI, GII, and GIII, more victory points and special currency can be obtained in races with a higher grade.
[0212] In the breeding game of this embodiment, a target point determined in advance is set for each prescribed turn interval. As described above, in this embodiment, the breeding game is composed of the 1st turn to the 78th turn. Here, the 1st turn to the 24th turn are called the initial turn interval, the 25th turn to the 48th turn are called the middle turn interval, the 49th turn to the 72nd turn are called the late turn interval, and the 73rd turn to the 78th turn are called the final turn interval.
[0213] In each of the initial turn interval, the middle turn interval, and the late turn interval, a target point is set. The target points set for each turn interval may be the same or different. The player can advance the breeding game until the final turn interval by sequentially reaching the cumulative value of the victory points obtained in each turn interval to the target point.
[0214] Furthermore, target points are set based on the aptitude parameters related to the main character's track suitability and distance suitability. For example, a main character whose turf suitability parameter is higher than their dirt suitability parameter will have higher target points than a main character whose dirt suitability parameter is higher than their turf suitability parameter. Also, different target points may be set depending on the type of parameter that is highest among the sprint, mile, middle distance, and long distance suitability parameters. In addition, different target points may be set depending on the combination of aptitude parameters related to track suitability and distance suitability. Thus, the target points set for each main character may differ depending on the aptitude parameters related to track suitability and distance suitability. Furthermore, target points may be set based on aptitude parameters related to running style suitability in addition to the main character's track suitability and distance suitability.
[0215] At the top of the game screen 210 shown in Figure 20A, the target points for the current turn and the remaining victory points needed to reach the target points are displayed. By displaying the target points and remaining victory points, the player can understand the victory points they need to earn in the current turn.
[0216] The victory points earned by the player are reset at the beginning, middle, and end of each turn. However, the victory points earned by the player may be accumulated sequentially instead of being reset at the end of each turn.
[0217] Once the target points are achieved in all three turn phases (initial, mid, and late), you can proceed to the final turn phase's training game. In the final turn phase, three special races (Race 1, Race 2, and Race 3) are held, and the winner is determined based on the cumulative value of victory points earned according to the race results.
[0218] The further the special race progresses, the greater the number of victory points you can earn. Specifically, out of the three races, the number of victory points you can earn for winning the second race is greater than the number of victory points you can earn for winning the first race, and the number of victory points you can earn for winning the third race is greater than the number of victory points you can earn for winning the second race.
[0219] Furthermore, the so-called non-player characters (NPCs) who compete against the main character in all three races are all NPCs with the same character ID. However, the NPCs' parameters are set to increase as the special race progresses. For example, the correction value added to the NPCs' ability parameters increases in the order of Race 1, Race 2, and Race 3, thereby increasing the NPCs' ability parameters. In the final turn, even if the ranking in the special race is below a predetermined rank (for example, 2nd place or lower), the training game will not end, and the special race can be continued.
[0220] Figure 21A is the first diagram illustrating the training screen 240. Figure 21B is the second diagram illustrating the training screen 240. When the training operation unit 216 of the game screen 210 is operated, the training screen 240 is displayed on the display 26.
[0221] As shown in Figure 21A, training items are displayed at the bottom of the training screen 240. Here, the speed control unit 241 labeled "Speed", the stamina control unit 242 labeled "Stamina", the power control unit 243 labeled "Power", the tenacity control unit 244 labeled "Spirit", and the intelligence control unit 245 labeled "Wisdom" are displayed.
[0222] When the player taps any of the control units 241-245 once, the training item corresponding to the tapped control unit 241-245 is provisionally selected, and the control unit 241-245 corresponding to the provisionally selected training item is highlighted. Figure 21A shows the power control unit 243 in a provisionally selected state. Figure 21B shows the stamina control unit 242 in a provisionally selected state.
[0223] Additionally, the training level for each training item is displayed on each control panel 241-245. The training level is a parameter that increases with the number of times each training item is selected; 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.
[0224] Additionally, the operation units 241-245, which are currently under provisional selection, display a failure rate indicator 246 labeled "Failure". The failure rate, displayed numerically in the failure rate indicator 246, is set to increase inversely proportional to the remaining health displayed in the health indicator 211.
[0225] Furthermore, the status display unit 213 displays the value by which the ability parameter increases if the training corresponding to the tentatively selected operation unit 241-245 is executed and successful. For example, in the example shown in Figure 21A, the power operation unit 243 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" for "Power" in the status display unit 213. In the example shown in Figure 21B, the stamina operation unit 242 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 213.
[0226] Furthermore, if the training is successfully executed, an event notification display 247 is displayed on the operation units 241-245 corresponding to the training item in which a predetermined event occurs. The event notification display 247 can be displayed in different ways depending on the type of event.
[0227] Furthermore, as shown in Figure 21B, the upper right corner of the training screen 240 displays character placement icons 248 for each of the tentatively selected operation units 241 to 245, representing the characters placed in the training. When the training is successful, if a predetermined event occurs corresponding to the character displayed on the character placement icon 248, an event notification display 247 is displayed on the corresponding character placement icon 248. Hereafter, a character placement icon 248 displaying an event notification display 247 will be referred to as an event character placement icon 249. In the following, training in which characters are placed will be referred to as joint training.
[0228] In this embodiment, the character placed in training is a support character. When training with a support character placed is executed, a second event associated with the placed support character may occur. If this second event occurs, an event notification display 247 is displayed on the placed character icon 248. If training with a support character placed is successful, the parameter increase value of the main character will be higher than if training without a support character is successful.
[0229] However, this is not limited to the above, and the characters placed in training may be characters other than the support characters corresponding to the support cards registered by the player during the preparation stage. For example, the characters placed in training may be characters randomly selected from all the support characters implemented in the game. In that case, a character icon 248 indicating a character other than the support character registered by the player will be displayed on the training screen 240. Furthermore, when training with the character icon 248 displayed is executed, an event associated with the character other than the support character registered by the player may occur. Here, the occurrence rate of events associated with characters not registered by the player is lower than the occurrence rate of events associated with support characters registered by the player. In this case as well, an event notification display 247 may be displayed on the character icon 248 displayed on the training screen 240.
[0230] Figure 21C illustrates the training result notification screen 240a. When any of the tentatively selected operation units 241 to 245 is tapped again, the training corresponding to the tapped operation unit 241 to 245 is executed. Once the training is executed, the training result notification screen 240a, which notifies the success or failure of the training, is displayed on the display 26. Here, the word "Success" is displayed, notifying the player that the training was successful.
[0231] Furthermore, at this time, the ability parameters in the status display unit 213 are updated based on the success of the training. In other words, the ability parameters (ability information) of the main character corresponding to the training item (training type) selected by the player are updated.
[0232] Here, the value of the ability parameter that increases upon successful training, as displayed in the status display unit 213 in Figure 21A or Figure 21B, is added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If you perform any of the speed, stamina, power, or tenacity training and succeed, your stamina will decrease. On the other hand, if you perform intelligence training and succeed, your stamina will recover.
[0233] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).
[0234] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.
[0235] Figure 21D is a diagram illustrating the event screen 240b. After the training result notification screen 240a finishes displaying, 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 in a single turn.
[0236] For example, if the first or second hint event occurs, a hint for a skill will be obtained. Once a hint for a skill is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the execution of the individual race, which will be described later.
[0237] Events include the first and second hint events that grant 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 or decrease condition, etc. As will be explained in more detail later, some events occur on a predetermined turn, while others occur when selected through a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. Once all events have finished, the game screen 210 for the next turn will be displayed.
[0238] Figure 22A is the first diagram illustrating the inheritance event. Figure 22B is the second diagram illustrating the inheritance event. Figure 22C is the third diagram illustrating the inheritance event. Figure 22D is the fourth diagram illustrating the inheritance event. In the factor activation turn described above, the inheritance event occurs at the start of the turn. This inheritance event is a scenario-common event, which will be described later, and will always occur in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 30th turn, and the 54th turn are set as factor activation turns, but here we will explain the case in which the inheritance event occurs in the 30th turn.
[0239] When turn 30 begins, the main character and an operation button labeled "Touch" are first displayed on event screen 240b, as shown in Figure 22A. When the operation button displayed on event screen 240b is tapped, an animated image including the main character and two inherited characters is displayed, as shown in Figure 22B. When the operation button is tapped, a lottery is held to determine whether or not to activate all factors possessed by the six training characters, a total of six characters from the first and second generations of inheritance.
[0240] Then, as shown in Figure 22C, the factors that were selected through a lottery to be activated and decided to be activated are displayed. Subsequently, as shown in Figure 22D, the type of ability parameter or aptitude parameter that will increase due to the activation of the factor, and the amount of increase are displayed, and the parameters are updated. When the inheritance event ends, the game screen 210 shown in Figure 20A is displayed, and the player can select one of the items. At this time, the status display unit 213 has the increase values of the ability parameters and aptitude parameters displayed in the inheritance event added to it.
[0241] Figure 23A is the first diagram illustrating the skill screen 250. Figure 23B is the second diagram illustrating the skill screen 250. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 250 shown in Figure 23A is displayed on the display 26.
[0242] The skill screen 250 displays the skill display area 251. The skill display area 251 displays acquired skills, skills pre-set for the main character, and skills acquired through various events. In addition, if a first hint event or second hint event occurs for an acquired skill, the skill points required to acquire that skill are discounted. Here, for acquired skills for which hints have been obtained, the required skill points 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 area 251.
[0243] In addition, for the skills displayed on the skill screen 250, the activation conditions and effects when activated for each skill are displayed.
[0244] In addition, at the upper part of the skill screen 250, a physical strength display section 211, a condition display section 212, and a skill point display section 214 are displayed. Also, the current turn number is displayed at the upper part of the skill screen 250.
[0245] Based on the player's operation, when consuming skill points to acquire a possessed skill, as shown in FIG. 23B, "GET" is displayed for the acquired skill, notifying that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 214 and the display is updated.
[0246] FIG. 24A is a first diagram for explaining the individual race selection screen 260. When the individual race operation section 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 gameplay in which the main character races against an NPC.
[0247] At the upper part of the individual race selection screen 260, a physical strength display section 211 and a condition display section 212 are displayed. Also, at the central part of the individual race selection screen 260, an individual race selection operation section 261 for selecting a race category for the main character to start is displayed. When a plurality of individual race selection operation sections (sub-commands) 261 are displayed on the individual race selection screen 260, different individual races are set for the plurality of individual race selection operation sections 261. Also, at the lower part of the individual race selection screen 260, a start operation section 262 marked with "Start" is displayed. Note that the races that can be selected by the individual race selection operation section 261 on the individual race selection screen 260 are preset for each turn.
[0248] Furthermore, each race has pre-set entry conditions, and players can only enter their main character in races where the entry conditions are met. As mentioned above, some races have a specified number of fans as an entry condition. For races where the specified number of fans is not met, the entry conditions are displayed on the personal race selection control unit 261, as shown in Figure 24A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the personal race selection screen 260.
[0249] Figure 24B is a diagram illustrating the individual race start screen 270. When the race event of the individual race to be entered is selected in the individual race selection operation unit 261, and the start operation unit 262 is operated, the individual race start screen 270 shown in Figure 24B is displayed. The strategy display unit 271 is displayed in the center of the individual race start screen 270. In addition, the strategy display unit 271 highlights the currently selected strategy (stalk, overtake, lead, breakaway) and displays the 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 in the individual race to any strategy by operating on the strategy change screen.
[0250] Additionally, at the bottom of the individual race start screen 270, a results control section 273 labeled "Result" and a race control section 274 labeled "Race" are displayed.
[0251] When the race control unit 274 is operated, a race screen (not shown) is displayed on the display 26. The display 26 displays a video of the race unfolding (hereinafter also referred to as the race video).
[0252] Figure 24C is the first diagram illustrating the individual race results screen 280. Figure 24D is the second diagram illustrating the individual race results screen 280. When the playback of the race video described above is finished, and when the results operation unit 273 is operated, the individual race results screen 280 is displayed on the display 26. On the individual race results screen 280, as shown in Figure 24C, the finishing order of the main character in that individual race is displayed. Also, on the individual race results screen 280, as shown in Figure 24D, the current class of the main character is displayed.
[0253] In this embodiment, the main character is classified into classes according to the number of fans acquired. Each class has a set range of fan counts, and the main character is classified into one of eight classes based on the number of fans. The individual race results screen 280 displays the number of fans, victory points, and special currency acquired in the current individual race. The individual race results screen 280 also displays the cumulative number of fans, calculated by adding the newly acquired fans to the previously acquired fans. The current class corresponding to the cumulative number of fans is also identified and displayed. The individual race results screen 280 also displays the cumulative victory points, calculated by adding the newly acquired victory points to the previously acquired victory points, and the cumulative special currency, calculated by adding the newly acquired special currency to the previously acquired special currency.
[0254] Figure 25 illustrates an example of the item exchange screen 300. For example, when the shop operation unit 220 on the game screen 210 shown in Figure 20A is tapped, the item exchange screen 300 shown in Figure 25 is displayed. On the item exchange screen 300, the player can exchange the special currency they have acquired for predetermined items displayed on the item exchange screen 300. In addition, the total amount of special currency the player possesses may be superimposed on the bottom of the shop operation unit 220 on the game screen 210 shown in Figure 20A.
[0255] As shown in Figure 25, the item exchange screen 300 displays the item operation unit 221 and the item exchange list 301. The item exchange list 301 displays one or more item exchange tabs 302.
[0256] The item exchange tab 302 displays the name of the item the player can exchange, its effect, the amount of special currency required for the exchange, the exchange deadline, and the item exchange operation section 303. The exchange deadline is displayed on each item exchange tab 302, for example, the number of turns remaining until the player can exchange items from the current turn. On the item exchange screen 300, items are swapped at regular intervals (predetermined turns). The exchange deadline is the number of turns remaining until this item swap takes place. In addition, during 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 until the turn in which the next item swap takes place. During the sale period, the amount of special currency required for item exchange is less than outside of the sale period.
[0257] Items that players can exchange include, for example, parameter modification items, status-granting items, training level modification items, skill hint acquisition items, character repositioning items, training effect modification items, stamina consumption items, failure rate modification items, and event parameter modification items.
[0258] Parameter modification items are items that change the parameters of the main character. For example, parameter modification items increase the value of the target parameter among the main character's speed, stamina, power, tenacity, intelligence, stamina, stamina limit, condition, skill points, and number of fans by a predetermined value.
[0259] Status-granting items are items that grant status to the main character. For example, status-granting items can grant the main character advantageous or disadvantageous status. Advantageous statuses include, for example, statuses that increase the rate at which various parameters of the main character increase, or statuses that reduce the amount of skill points required to acquire skills. Disadvantageous statuses include, for example, statuses that cause events such as a decrease in various parameters of the main character, or statuses that hinder the increase of various parameters.
[0260] Training level modification items are items that change the training level of each training item. For example, a training level modification item will increase the training level of the target training item from among speed, stamina, power, tenacity, and intelligence by a predetermined value.
[0261] Skill hint items are items that allow the main character to possess or acquire skills by triggering skill events. For example, skill hint items can allow the main character to possess or acquire various skills as shown in Figure 6C.
[0262] The character reassignment item, as shown in Figures 21A and 21B, is an item that reassigns a character that has been placed in a specific training session to a different training session. Character reassignment will be explained later.
[0263] Training effect modification items are items that change the effects of training for a certain period of time. Specifically, training effect modification items increase the fixed increase value of the main character's ability parameters, as described below, by a predetermined amount for a certain period of time. For example, a training effect modification item increases the fixed increase value of the target training ability parameter among the training items (speed, power, tenacity, stamina, intelligence) by 〇% for 〇 turns.
[0264] The physical strength consumption item is an item that enhances the training effect by increasing the consumption amount of physical strength consumed in training. Specifically, the physical strength consumption item increases a predetermined value of the ascending fixed value of the ability parameter of the main character by training, which will be described later. The physical strength consumption item can increase the training up effect by being used in combination with the training effect change item.
[0265] The failure rate change item is an item that changes the failure rate of the target training item. For example, the failure rate change item decreases the failure rate of the target training among each training item (speed, power, perseverance, stamina, wisdom) by a predetermined value.
[0266] The event parameter change item is an item that changes the parameter change value of the main character given when an event occurs after the race. For example, the event parameter change item increases the target parameter change value by a predetermined value among the speed, stamina, power, perseverance, wisdom, physical strength, physical strength upper limit value, condition, skill points, and number of fans of the main character.
[0267] In the item exchange list 301 shown in FIG. 25, an example of a training effect change item, an event parameter change item, and a parameter change item is displayed. When the item exchange operation unit 303 of each item exchange tab 302 is tapped, a subtraction process of subtracting the required number of special currencies described in the item exchange tab 302 from the cumulative value of the special currencies acquired by the player and an assignment process of assigning the item described in the item exchange tab 302 to the player are executed. Note that at least some of the items that can be exchanged in the item exchange tab 302 are limited items whose exchange times (that is, purchase times) are limited to a predetermined number of times or less. When the number of granted limited items reaches the upper limit, the player cannot exchange the limited items even if they have special currencies.
[0268] Furthermore, when the item operation unit 221 is tapped, an item usage screen (not shown) is displayed on the display 26. The item usage screen displays a list of items the player possesses. The item list also includes items exchanged on the item exchange screen 300. In other words, the item usage screen displays items given to the player in exchange for special currency. Items obtained through various events may also be displayed on the item usage screen. The player can use various items by tapping the items displayed on the item usage screen.
[0269] In this embodiment, by operating the item operation unit 221, the player can use various items (parameter change items, status granting items, training level change items, skill hint acquisition items, character repositioning items, training effect change items, stamina consumption items, failure rate change items, event parameter change items) exchanged for special currency on each screen. When each item is used, for example, on the training screen 240 shown in Figure 21A, an icon representing the effect currently being exerted by using the item may be displayed. At this time, the number of turns for which the effect will be exerted by using the item may also be displayed below the icon. As shown in Figure 25, each item has an exchangeable period set. 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 set.
[0270] Figure 26 illustrates the general flow of turn-start processing. The training stage processing includes turn-start processing, which is executed at the beginning of each turn in the training game. While details of turn-start processing will be discussed later, this section provides a general overview of the turn-start processing flow.
[0271] During the main training game, a process is performed each turn to determine whether or not various events will occur. Events are broadly categorized into three types: scenario events, the special events set for each main character, and support events. Each scenario has predetermined scenario events, special events, and support events that may occur during the main training game.
[0272] Scenario events are events set for each scenario in the main training game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main training game are determined based on the scenario selected by the player.
[0273] Furthermore, scenario events may include both scenario-specific events and scenario-common events. Scenario-specific events are events tied to only one specific scenario. For example, scenario-specific events tied to the first scenario will only appear when the first scenario is selected, and will not appear if any other scenario is selected.
[0274] Furthermore, scenario-common events are events that appear in common across multiple scenarios. Therefore, scenario-common events will appear both when the first scenario is selected and when the second scenario is selected.
[0275] Here, scenario events will consist of scenario-specific events and scenario-common events. However, it is also acceptable to have only one of either scenario-specific or scenario-common events.
[0276] As mentioned above, character-specific events are events that are pre-set for each character. In the main training game, character-specific events will appear for the character that the player registered as their main character during the setting game, i.e., the preparation stage.
[0277] As mentioned above, support events are events pre-set for each support card. In the main training game, support events linked to the support cards registered by the player in the setting game will appear. Support events include a first event that may occur at the start of a turn and a second event that may occur after training is completed. Whether or not the first event occurs is determined at the start of a turn based on a randomly generated random number and the first event table.
[0278] The second event is determined after the process of determining which support characters will be placed in training, based on a randomly generated number and the second event table. Note that the occurrence of the second event is only determined for the placed support characters if they are placed in training.
[0279] In this embodiment, the first event is selected by lottery from among the support events associated with support cards registered in the deck by the player during the preparation stage. However, it is not limited to this, and support events associated with support cards selected by lottery from all support cards implemented in the game may also be selected. In this case, the probability of selecting a support event associated with a support card registered in the deck should be higher than the probability of selecting a support card event associated with a support card not registered in the deck.
[0280] Thus, the appearance or absence of scenario events is determined based on the scenario. Similarly, the appearance or absence of dedicated events and support events is determined based on the main character and support card, respectively. These event types are categorized by the information referenced when determining the appearance or absence of an event.
[0281] In contrast, in this embodiment, each event is classified into one of six event classifications based on the content brought about by the appearance of the event. Here, each event is classified into one of the following event classifications: first hint event, second hint event, first ability event, second ability event, aptitude event, or story event.
[0282] As mentioned above, the first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the main character's ability parameters. The aptitude event is an event that increases or decreases the main character's aptitude parameters. The story event is an event that displays the story related to the characters that appear in the training game. In addition to displaying the story, some story events also change ability parameters and aptitude parameters.
[0283] Here, scenario events include the first hint event, the second hint event, the first ability event, the second ability event, aptitude events, and story events. Additionally, dedicated events and support events include the first hint event, the second hint event, the first ability event, and the second ability event. Note that dedicated events may also include story events.
[0284] In this embodiment, the turn start processing includes, in addition to the processing to determine scenario events and dedicated events, the following processes shown in Figure 26: "processing to determine whether or not the first event will occur," "processing to determine whether or not support characters will be placed," "processing to determine the increase value of ability parameters," and "processing to determine the second event." The processes are executed in the following order: processing to determine scenario events, processing to determine dedicated events, processing to determine whether or not the first event will occur, processing to determine whether or not support characters will be placed, processing to determine the increase value of ability parameters, and processing to determine the second event. Although various other processes are executed in the turn start processing, only the processes shown in Figure 26 will be explained in order here.
[0285] <Process to determine whether or not the first event occurs> The first event is selected by lottery from the support events (first events) associated with the support cards registered by the player during the preparation phase. Specifically, at the start of a turn, a random number is obtained, and based on the obtained random number and the first event table, the occurrence of the first event and its content are determined. The first event table has selection ratios for "causing the first event to occur" or "not causing the first event to occur". In this embodiment, the first event includes four types of events: event a, event b, event c, and event d. For example, the first event table may have a 20% probability of "causing each event (events a-d) to occur" and a 20% probability of "not causing the first event to occur". Note that the selection ratio for the first event may be set individually for each support card, i.e., for each support character.
[0286] <Process to determine whether or not to place support characters> Figure 27 is a diagram illustrating the placement / non-placement table. As shown in Figure 27, the placement / non-placement table contains selection ratios for whether or not to place training items for support characters ("place in one of the training items" or "do not place"). In this embodiment, the placement / non-placement status is determined for all support characters corresponding to all support cards registered by the player during the preparation stage, based on the placement / non-placement table shown in Figure 27. Specifically, at the start of a turn, a random number is obtained, and the placement / non-placement status of each support character is determined based on the obtained random number and the placement / non-placement table. However, this is not limited to the above, and the placement / non-placement status of each support character may be selected by lottery from all support characters corresponding to all support cards implemented in the game.
[0287] Specifically, as shown in Figure 27, in this embodiment, a support character is selected with a 16% probability to be "placed" in one of the training items: speed, stamina, power, tenacity, or intelligence, and with a 20% probability to be "not placed" in any training item. As shown in Figure 17A, support characters have multiple types of preferred training. Therefore, for example, the selection ratio for placement of a support character in each training item may be set such that the training item corresponding to the preferred training is higher than the training item corresponding to the non-preferred training. When a lottery is performed, a lottery table with predetermined selection ratios may be stored in advance, or a lottery table may be created each time a lottery is performed.
[0288] Furthermore, once the training items to be assigned to a support character are determined, the support character to be assigned and the determined training items may be linked and stored in the server 1000. More specifically, the server 1000 may store linked information, in which a training ID representing the type of training item is linked to the character ID of the support character or the support card ID of the support card associated with the support character.
[0289] <Process to determine the increase value of ability parameters> Figure 28A is a diagram illustrating the training level table. As shown in Figure 28A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected 3 times or less, the training levels for "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If each training is selected 4 times or more but 7 times or less, each training level is set to "Level 2." If each training is selected 8 times or more but 11 times or less, each training level is set to "Level 3." If each training is selected 12 times or more but 15 times or less, each training level is set to "Level 4." If each training is selected 16 times or more, each training level is set to "Level 5."
[0290] In this embodiment, when the training selected by the player is executed successfully, the value of a predetermined ability parameter increases according to the training item that was executed.
[0291] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the "Speed" and "Power" ability parameters increase.
[0292] Additionally, if "Stamina" training is performed and successful, the values of the "Stamina" and "Spirit" ability parameters will increase.
[0293] Additionally, if "Power" training is performed and successful, the values of the "Stamina" and "Power" ability parameters will increase.
[0294] Additionally, if "Spirit" training is performed and successful, the values of the "Speed," "Power," and "Spirit" ability parameters will increase.
[0295] Additionally, if "Wisdom" training is performed and successful, the values of the "Speed" and "Wisdom" ability parameters will increase.
[0296] In this embodiment, the value of the ability parameter that increases upon successful training is calculated by adding to the fixed increase value, which is determined in accordance with the training items and training level performed, a value obtained by multiplying the fixed increase value by a bonus addition rate described later.
[0297] Figure 28B illustrates the table for increasing fixed values (speed). Figure 28C illustrates the table for increasing fixed values (power). Specifically, Figure 28B shows the increasing fixed values when the training item is "Speed". Figure 28C shows the increasing fixed values when the training item is "Power".
[0298] As shown in Figures 28B and 28C, the fixed increase value table stores the fixed increase values determined in accordance with the training items and training levels performed. Furthermore, in this embodiment, as shown in Figures 28B and 28C, the ability parameters are set to increase more significantly as the training level increases.
[0299] Although not described here, tables showing the fixed increase values for each of the training items selected are also provided.
[0300] In addition to the fixed increase values mentioned above, the bonus rate is determined based on the support characters assigned to each training item.
[0301] Figure 28D is a diagram illustrating the bonus rate table. In this embodiment, the bonus rate is determined based on the support characters assigned to each training session.
[0302] Specifically, as shown in Figure 28D, the bonus rate table includes settings for each support character indicating whether or not a bonus is added and the selection ratio for the bonus rate (10% increase or 20% increase).
[0303] The bonus rate is determined by a 50% chance of selecting "none," a 25% chance of selecting "10% increase," and a 25% chance of selecting "20% increase."
[0304] Then, the bonus value is derived by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate. The value obtained by adding the bonus value to the fixed increase value determines the amount of increase in the ability parameter value when the training is successful. In the case of training with multiple support characters, the bonus value of each of the supported characters is added to the fixed increase value. In this way, the amount of increase in the main character's ability parameter when the training is successful is determined for all types of training.
[0305] <Process to determine whether or not the second event occurs> Figure 29 is a diagram illustrating the second event table. The second event is selected by lottery from among the support events (second events) associated with the support cards corresponding to the support characters placed in each training item. Specifically, after the "process of determining whether or not a support character is placed," a random number is obtained, and based on the obtained random number and the second event table, it is determined whether or not the second event will occur. The second event table contains selection ratios for "causing the second event to occur" or "not causing the second event to occur."
[0306] For example, as shown in Figure 29, the second event includes 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-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., support character.
[0307] In this embodiment, after the "process of determining whether or not to place support characters," a process is performed to determine whether or not a second event will occur for all support characters placed in each training item. Based on the decision to cause a second event, an event notification display 247 is displayed on the training screen 240. If the player selects a training in which a character whose second event occurrence has been determined is placed, the second event will occur after the training is executed. For example, if the appearance of a second hint event is determined for a support character placed in the speed training, when the speed training is executed, the second hint event will always appear after the training is executed. However, if any training other than speed is executed, this second hint event will not appear after the training is executed. In this case, if the occurrence of a second event has been determined for two or more characters, which second event to cause is determined by lottery or by a predetermined priority of support events, etc. For example, it may be determined with equal probability which of several second events will cause. However, it is not limited to this, and weights may be set according to the type of second event, and it may be determined which of several second events will cause according to the set weights. If it is determined that a second event will occur for two or more characters, all of the determined second events may be triggered.
[0308] Here, for example, when the appearance of the second event is determined, appearance information indicating whether or not the support event has appeared may be linked to the support card or support character associated with the second event and stored in the server 1000. More specifically, linking information, which links the appearance information to the character ID of the support character or the support card ID of the support card associated with the support character, may be stored in the server 1000.
[0309] When the above-mentioned processes of "determining whether or not the first event will occur," "determining whether or not to place a support character," "determining the increase value of the ability parameter," and "determining whether or not the second event will occur" are executed and the training operation unit 216 is operated, for example, the training screen 240 shown in Figure 21B will be displayed on the display 26.
[0310] As described above, the training screen 240 shown in Figure 21B displays two types of character icons 248 that are placed in the stamina training section, as a result of the "process of determining whether or not to place support characters".
[0311] Furthermore, the training screen 240 displays the increase in ability parameters determined by the "process for determining the increase in ability parameters" in the status display unit 213. In addition, the training screen 240 displays an event notification display 247 to notify the player of the second event, which was determined by the "process for determining whether or not the second event will occur".
[0312] At this time, when the item operation unit 221 is tapped and a character repositioning item is used, the "process of determining the training items to be repositioned" is executed.
[0313] <Process for determining training items to be rearranged> In the "Process to determine which training item to reassign," for support characters that have been decided to be assigned by the "Process to determine whether or not to assign support characters," it is randomly determined which of the following training items to reassign them to: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."
[0314] Here, when a character repositioning item is used, a random number is re-drawn, and the placement of each support character in each training item is redetermined based on the re-drawn random number and the placement availability table shown in Figure 27. In other words, 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 re-drawing is the same as the placement position of the support character in the training item before re-drawing (i.e., the placement position determined in the "process of determining whether or not to place the support character"), the random number is re-drawn again. Then, again, the placement of each support character in each training item is redetermined based on the re-drawn random number and the placement availability table shown in Figure 27. This process is repeated until the placement position of the support character in the training item after re-drawing is different from the placement position of the support character in the training item before re-drawing (i.e., the placement position determined in the "process of determining whether or not to place the support character"). Alternatively, a dedicated repositioning table may be used so that the training items to be repositioned result in different outcomes, thereby preventing support characters from being repositioned to the same training item. As a result, the placement of each support character to each training item after the "process of determining which training items to rearrange" will differ from the placement of each support character to each training item after the "process of determining whether or not to place a support character".
[0315] Furthermore, when using a character repositioning item, the occurrence of the second event is re-randomized based on the random number selected by lottery in the "process to determine whether or not the second event will occur" and the second event table. Here, the same random number and the same second event table used in the "process to determine whether or not the second event will occur" are used for the re-randomization, so the second event re-randomized after using a character repositioning item will have the same result as the second event whose occurrence was determined in the "process to determine whether or not the second event will occur".
[0316] 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 the second event whose appearance was predetermined, remain unchanged. In this embodiment, the second event is re-randomized using the same random number, but the second event determined in the "process for determining the presence or absence of the second event" may be reused without re-randomization. The re-randomization of the placement of each support character for each training item and the re-randomization of the presence or absence of the second event are performed each time a character re-placement item is used.
[0317] Furthermore, during the re-draw process when using a character re-placement item, a re-draw may be performed to link the character ID of the support character or the support card ID of the support card associated with the support character with the training ID representing the type of training item. At this time, the linking information that links the character ID of the support character or the support card ID of the support card associated with the support character with appearance information indicating whether or not a support event has appeared may be maintained.
[0318] The re-draw may, for example, be conducted so that each training item has an equal probability of being selected. Alternatively, the draw may be conducted so that each training item has a different probability of being selected. Furthermore, the draw may be conducted in a way that makes it more likely for a support character to be placed in their specialty training (see Figure 17A). When conducting a draw, a draw table with predetermined selection ratios may be stored in advance, or a draw table may be created each time a draw is conducted.
[0319] After the "process of determining the training items to be rearranged" is executed, the rearranged training screen 310 is displayed on the display 26.
[0320] Figure 30 is a diagram illustrating the training screen 310 after rearrangement. As shown in Figure 30, the training screen 310 after rearrangement displays two types of placement character icons 248 that have been placed on the training item for perseverance, as a result of the "process of determining the training items to be rearranged".
[0321] One of the two placement character icons 248 is the event placement character icon 249, which displays the event notification display 247. The event placement character icon 249 shown in Figure 30 is identical to the event placement character icon 249 shown in Figure 21B.
[0322] In other words, the event placement character icon 249 shown in Figure 21B is repositioned from the stamina training item to the guts training item as shown in Figure 30 through the "process of determining the training item to be repositioned".
[0323] As mentioned above, the second event that is re-selected after using the character re-deployment item will be the same as the second event whose occurrence was determined by the "process for determining whether or not the second event will occur". As a result, as shown in Figure 30, the post-re-deployment training screen 310 displays an event placement character icon 249 with an event notification display 247 that notifies the second event determined by the "process for determining whether or not the second event will occur" before the execution of the "process for determining the training items to be re-deployed".
[0324] This allows players to more easily trigger the second event in their desired training item by rearranging only the training items where support characters are placed, while maintaining the appearance of the second event for support cards, thereby improving the convenience of the training game.
[0325] Furthermore, the turn start processing in this embodiment includes the "process of determining whether or not a rival character is placed" and the "process of notifying the placement of the rival character," as shown in Figure 31. Figure 31 is a diagram illustrating the general flow of the turn start processing. Rival characters are NPCs that appear in individual races and compete against the main character for victory or defeat in those individual races.
[0326] Rival characters are characters with the same character ID as regular NPCs (hereinafter referred to as "regular NPCs") that appear in normal individual races when rival characters are not present. However, rival characters have higher parameters than regular NPCs. For example, rival characters have ability parameters that are a predetermined multiplier (e.g., 1.1 times) of the ability parameter values of regular NPCs with the same character ID. Therefore, in individual races in which rival characters appear, the game basically involves the rival character and the main character competing for first place.
[0327] <Process to determine whether or not to include rival characters> Figure 32 is a diagram illustrating the placement / non-placement table. As shown in Figure 32, the placement / non-placement table contains selection ratios for whether or not to place rival characters ("place" or "do not place"). In this embodiment, the placement / non-placement of rival characters is determined based on the placement / non-placement table shown in Figure 32.
[0328] In this embodiment, the placement of rival characters is performed when there is a race among the individual races appearing in the current turn in which the aptitude parameters related to the current main character's field suitability and distance suitability are above a predetermined value (for example, C or higher). Therefore, the "process of determining whether or not to place rival characters" first determines whether or not there is a race among the individual races (race events) appearing in the current turn in which the aptitude parameters related to the current main character's field suitability and distance suitability are above a predetermined value (hereinafter referred to as a suitable race).
[0329] As shown in Figure 32, in this embodiment, the selection ratio of rival characters is changed according to the difficulty level of the suitable race. Specifically, as shown in Figure 32, when the difficulty level (grade) of the suitable race is GI, there is a 60% chance that a rival character will be selected to "place" and a 40% chance that a rival character will not be selected.
[0330] Furthermore, when a suitable race has a difficulty level of GII, there is a 50% chance that a rival character will be "placed" and a 50% chance that they will "not be placed". When a suitable race has a difficulty level of GIII, there is a 40% chance that a rival character will be "placed" and a 60% chance that they will "not be placed". However, the selection ratio of rival characters does not have to change according to the difficulty level of the suitable race. For example, the selection ratio of rival characters may be uniform regardless of the difficulty level of the suitable race.
[0331] Once the placement of rival characters is determined, the type of rival character (character ID) to be placed is randomly selected. At this time, a character is randomly selected as a rival character from among characters whose suitability parameters related to track suitability and distance suitability for the track (grass, dirt, etc.) and distance (short distance, mile, middle distance, long distance, etc.) set for the suitable race are above a predetermined value (for example, C or higher). However, if there are multiple suitable races in one turn, the random selection is performed so that the same rival character (character ID) does not overlap among the multiple suitable races. In addition, the random selection of rival characters is performed excluding the main character, which is the target of training.
[0332] Here, the parameters of the rival character may be changed according to the difficulty of the suitable race. For example, the rival character may have higher parameters as the difficulty of the suitable race increases. Alternatively, the parameters of the rival character may remain constant regardless of the difficulty of the suitable race.
[0333] The parameters of rival characters are set higher as the game progresses. Specifically, the parameters of rival characters may be set higher in the order of early turn interval, mid-turn interval, and late turn interval. More specifically, the ability parameters of rival characters are 1.1 times the ability parameters of a normal NPC with the same character ID in the early turn interval, 1.3 times the ability parameters of a normal NPC with the same character ID in the mid-turn interval, and 1.5 times the ability parameters of a normal NPC with the same character ID in the late turn interval.
[0334] When the main character participates in a suitable race, the player receives a base reward. Furthermore, if the main character defeats a rival character in the suitable race, the player receives an additional reward in addition to the base reward. However, the additional reward may be awarded regardless of the outcome against the rival character, simply for participating in the suitable race. The base reward is the reward the player can obtain regardless of the outcome against the rival character. The additional reward is awarded separately to the main character being trained, and may include, for example, skill hints related to the suitable race venue, skill hints related to the distance of the suitable race, or skill hints related to the main character's running style. The additional reward may also be presented as a predetermined event displayed on display 26. This predetermined event may, for example, display a rival character. The additional reward may also include skill hints and parameters associated with the main character being trained. These skill hints may be determined based on parameters such as the main character's venue suitability, distance suitability, and running style suitability.
[0335] In this embodiment, additional rewards were described using event displays, skill hints, or parameter granting as examples. However, the additional rewards are not limited to these, and may include special items that can increase the initial value of a specific character's ability parameters or enhance a specific character's unique skills. Here, a specific character is, for example, a character with the same character ID as a rival character. The specific character may be the main character or any character participating in the suitable race. However, the specific character is not limited to these, and may be any character that the player can acquire, and may not even be a character participating in the suitable race. Furthermore, one type of special item is granted to the player as an additional reward for each suitable race.
[0336] In this embodiment, there is no limit on the number of times additional rewards can be awarded in a compliant race. However, for example, the number of times a special item can be obtained in a single compliant race during a predetermined period may be limited to a predetermined number of times. For example, the number of times a special item can be obtained in a single compliant race per day may be limited to three times. However, the number of times a special item can be obtained may be changed depending on the type of compliant race (race event). In this case, the additional rewards obtained through a compliant race are linked to the player ID and stored in the server 1000.
[0337] Furthermore, the number of special items obtained in a single acquisition is the sum of the base number (e.g., 3) and any bonus items. Bonus items can be awarded when the main character defeats a rival character.
[0338] Figure 33 is a diagram illustrating the bonus acquisition table. In this embodiment, the number of bonuses acquired is determined based on the bonus acquisition table. Specifically, as shown in Figure 33, the bonus acquisition table includes settings for whether or not a bonus is acquired for special items and the selection ratio of the number of bonuses acquired.
[0339] As shown in Figure 33, the special item is set so that the number of bonuses earned changes based on the outcome of the matching race (i.e., victory or defeat against the rival character). Specifically, if the main character loses to the rival character, the number of bonuses earned is 0. On the other hand, if the main character wins against the rival character, there is a 50% chance that "1" will be selected and a 50% chance that "2" will be selected.
[0340] <Process to notify the placement of rival characters> Figure 34A is a diagram illustrating the notification of the placement of rival characters on the game screen 320. Figure 34B is a diagram illustrating the notification of the placement of rival characters on the individual race selection screen 330.
[0341] Once the placement of rival characters is determined by the "process for determining whether or not to place rival characters," the rival character notification display 321 is displayed superimposed on the personal race control section 219 of the game screen 320, as shown in Figure 34A.
[0342] When the personal race control unit 219, which displays the rival character notification display 321, is tapped, the personal race selection screen 330 shown in Figure 34B is displayed on the display 26. Among the race events on the personal race selection control unit 261 of the personal race selection screen 330, the rival character notification display 321, which reads "Rival Character Participating," is superimposed on the race event in which the placement of rival characters has been determined (suitable race).
[0343] By checking the rival character notification display 321, the player can choose to play a game to train their main character or to compete against rival characters to earn additional rewards, thereby enhancing the enjoyment of the training game. 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 rival characters is determined, but the system 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.
[0344] In this embodiment, a bonus event occurs at the end of the final turn in each of the initial, mid-term, and late-term turn periods if the main character has met predetermined conditions. These predetermined conditions include, for example, achieving victory points that exceed the target points by a certain amount, winning first place in a race of a predetermined difficulty level (e.g., GI) a predetermined number of times, or defeating rival characters a predetermined number of times.
[0345] Bonus events include low-bonus events and high-bonus events, and the type of bonus event that occurs changes depending on whether certain conditions are met. Low-bonus events are, for example, events that level up the unique skills set for the main character. High-bonus events are, for example, events that level up the unique skills set for the main character, as well as events that increase the main character's parameters by a predetermined value, and events that increase skill points by a predetermined value.
[0346] In this embodiment, a low bonus event occurs when only the basic conditions among the predetermined conditions are met, and a high bonus event occurs when the basic conditions in addition to specific conditions among the predetermined conditions are met. The content of the high bonus event changes based on the type of turn interval.
[0347] For example, if the turn interval is the initial turn interval, the 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).
[0348] Additionally, if the turn interval is a medium-term turn interval, the high bonus events that occur will level up the unique skills set for the main character, increase all of the main character's parameters by a predetermined value (e.g., +5), and increase skill points by a predetermined value (e.g., +30).
[0349] Additionally, if the turn interval is a late turn interval, the high bonus events that occur will level up the unique skills set for the main character, increase all of the main character's parameters by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +30).
[0350] Furthermore, in this embodiment, in addition to the bonus event that occurs at the end of the turn interval described above, a bonus event also occurs when the main character fulfills special conditions. Special conditions include, for example, the main character winning a specific race in the individual races in first place. Specifically, special conditions include achieving first place a predetermined number of times in individual races set at a specific venue and distance, achieving first place a predetermined number of times in individual races in a specific region, or winning a specific race in the high-difficulty GI races in first place. Bonus events include, for example, events that increase the main character's parameters by a predetermined value.
[0351] In the training game described above, the training game ends when all turns are completed. Also, if a character fails to achieve their individual goals or the target points set for each set turn interval during the training game, the training game ends at that point.
[0352] When the training game ends, the main character trained in the training game is remembered as the trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0353] Furthermore, once the training game is complete, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, and individual race results at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined, and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in races in team competition games or other racing games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.
[0354] Furthermore, each character being trained is assigned a training rank based on their evaluation score. The training rank is an indicator of the character's strength, and each rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 13,000 to 14,499 will be given an "A+" training rank, and a character with an evaluation score of 14,500 to 15,499 will be given an "S" training rank. By assigning training ranks based on evaluation scores in this way, it becomes easier to understand the approximate strength of each character being trained. Note that the character information includes both the evaluation score and the training rank.
[0355] FIG. 35A is a first diagram for explaining the cultivation completion screen 340. FIG. 35B is a second diagram for explaining the cultivation completion screen 340. FIG. 35C is a third diagram for explaining the cultivation completion screen 340. When the cultivation game ends, as shown in FIG. 35A, the cultivation completion screen 340 is displayed on the display 26. On the cultivation completion screen 340, first, the cultivation rank of the cultivated cultivation character is displayed, and then, as shown in FIG. 35B, the evaluation points are displayed.
[0356] Also, when a predetermined time elapses after the evaluation points are displayed, as shown in FIG. 35C, the ability parameters, aptitude parameters, and acquired skills of the cultivated character are displayed on the cultivation completion screen 340. At this time, a close operation unit 331 is provided on the cultivation completion screen 340. When the close operation unit 331 is tapped, the cultivation completion screen 340 becomes invisible, and the home screen 100 is displayed on the display 26.
[0357] Note that when the cultivation game ends, a lottery for the factors acquired by the main character is performed, and the factor information is associated with and stored in the cultivated character. Although not shown, on the cultivation completion screen 340, the player can display the factor information acquired by the cultivated character.
[0358] As described above, in the cultivation game, a cultivated character having ability parameters, aptitude parameters, acquired skills, etc. is generated. In the cultivation game, since the arrangement of support characters and the occurrence of various events are determined by lottery, even when the same character is used as the main character, cultivated characters having different parameters are generated. In particular, in this embodiment, even when the main character is the same, by using different support cards in the cultivation game, cultivated characters having various abilities can be generated.
[0359] However, since each character has specific characteristics such as distance suitability, the optimal support cards for training each character are largely predetermined. In other words, it is difficult to significantly change the support cards used when training each character as a main character. As a result, there is a risk that the motivation to repeatedly train the same character will decrease.
[0360] Therefore, in this embodiment, the player's motivation to play the game is enhanced by enabling character enhancement outside of the training game itself. The character enhancement function is described below.
[0361] Figure 36A is a diagram illustrating the enhancement item selection screen 400. Figure 36B is a diagram illustrating the character level enhancement screen 410. Figure 36C is a diagram illustrating the status level enhancement screen 420. Figure 36D is a diagram illustrating the hint level enhancement screen 430. Outside of the training game, when the enhancement screen selection operation section 102b of the menu bar 102 is tapped, the enhancement item selection screen 400 shown in Figure 36A is displayed on the display 26.
[0362] The enhancement item selection screen 400 includes a character level selection tab 401, a status level selection tab 402, and a hint level selection tab 403. When the character level selection tab 401 is tapped, the character level enhancement screen 410 is displayed. When the status level selection tab 402 is tapped, the status level enhancement screen 420 is displayed. When the hint level selection tab 403 is tapped, the hint level enhancement screen 430 is displayed.
[0363] The character level enhancement screen 410 shown in Figure 36B is used to enhance the character levels of the characters owned by the player. The character level enhancement screen 410 displays a list of character icons 411 corresponding to the characters owned by the player. When any character icon 411 is tapped, the character corresponding to the tapped character icon 411 is temporarily selected.
[0364] The character level enhancement screen 410 includes a skills display area 412. The skills display area 412 displays the skills of the character in the provisional selection state. In this embodiment, a character level is set as a parameter for a character that can become the main character. There are five levels of character level, from level 1 to level 5, and the player can enhance (increase) the character level up to a maximum of level 5 by using character level enhancement items.
[0365] Furthermore, each character has skills that correspond to their character level. As mentioned above, acquired skills can be made available by spending skill points during the training game. Each character has four skills that correspond to their character level, and each of these four skills has an unlock level. Specifically, each of the four skills has an unlock level set at character level 2 to 5.
[0366] Each character has multiple skills that are unlocked from the start, regardless of their character level, as well as additional skills that are unlocked as their character level increases. Players can unlock skills linked to their character level by strengthening their character's level.
[0367] For example, when a character's level is increased to level 2, all of that character's skills with an unlock level of 2 are unlocked. Similarly, when a character's level is increased to level 3, all of their skills with an unlock level of 3 are unlocked. In this way, when a character's level is increased to level 5, all four of that character's skills are unlocked. Thus, increasing a character's level increases the number of skills that the character possesses. Therefore, playing a training game with a character whose level has been increased as the main character will increase the number of skills that can be acquired.
[0368] In the cultivation game, events occur only for the acquired skills among the skills possessed by the character. When an event occurs, the player can set the acquired skills as the mastered skills. Since no event occurs for the unacquired skills among the skills possessed by the character, in principle, the player cannot acquire unacquired skills.
[0369] However, as described above, the skills possessed are also associated with support cards. Among the skills possessed by the character and released according to the character level, some are also associated with support cards. Thus, for the skills possessed by both the character and the support card, even if the character level has not reached the release level of the skill, the skill can be acquired due to the occurrence of a support card event.
[0370] FIG. 36B shows a provisional selection state of a character with a character level of level 4. When the character level is level 4, as shown in FIG. 36B, three skills possessed are released, and the skill with the release level set to level 5 remains unacquired. In the skill possession display field 412, a check mark is marked for the released skills possessed, and the unacquired skills are displayed in grayed out.
[0371] At the bottom of the character level enhancement screen 410, a return operation unit 413 and a determination operation unit 414 are provided. When the return operation unit 413 is tapped on the character level enhancement screen 410, the enhancement item selection screen 400 is displayed. When the determination operation unit 414 is tapped on the character level enhancement screen 410, a character level enhancement confirmation screen (not shown) is displayed.
[0372] While I won't go into detail, the character level enhancement confirmation screen displays the type and number of character level enhancement items required to enhance the character level of the currently selected character, as well as the number of items the player currently possesses. If the player possesses the required character level enhancement items, the player's enhancement operation will be accepted, and the character level will be increased.
[0373] The status level enhancement screen 420 shown in Figure 36C is a screen for enhancing the status levels of characters owned by the player. Similar to the character level enhancement screen 410, the status level enhancement screen 420 displays a list of character icons 411 corresponding to the characters owned by the player. The status level enhancement screen 420 also has an ability parameter display section 422. The ability parameter display section 422 displays the initial values of the ability parameters of the character in the provisional selection state.
[0374] In this embodiment, a status level is provided as a parameter for characters that can become the main character. There are five status levels, from level 1 to level 5, and the player can increase the status level up to a maximum of level 5 by using status level enhancement items.
[0375] As mentioned above, each character has one acquired skill. Each acquired skill has three skill levels, and the skill level of the acquired skill increases as the character's status level increases. For example, if the status level is 1-3, the acquired skill level is 1; if the status level is 4, the acquired skill level is 2; and if the status level is 5, the acquired skill level is 3. The higher the skill level, the greater the effect when the acquired skill is activated.
[0376] Furthermore, the higher a character's status level, the higher the initial values of their ability parameters. Therefore, strengthening the status level makes it easier to create a character with higher abilities. The ability parameter display area 422 shows the initial values of the ability parameters corresponding to the current status level.
[0377] Furthermore, a return operation section 413 and a confirmation operation section 414 are provided at the bottom of the status level enhancement screen 420. When the return operation section 413 is tapped on the status level enhancement screen 420, the enhancement item selection screen 400 is displayed. When the confirmation operation section 414 is tapped on the status level enhancement screen 420, a status level enhancement confirmation screen (not shown) is displayed.
[0378] While I won't go into detail, the status level enhancement confirmation screen displays the type and number of status level enhancement items required to enhance the status level of the temporarily selected character, as well as the number of items the player currently possesses. If the player possesses the required status level enhancement items, the player's enhancement operation is accepted, and the character's status level is enhanced.
[0379] The Hint Level Enhancement screen 430 shown in Figure 36D is a screen for enhancing the hint level of a character's skills. The Hint Level Enhancement screen 430 displays a list of character icons 411 corresponding to the characters owned by the player. When any character icon 411 is tapped, the character corresponding to the tapped character icon 411 is temporarily selected.
[0380] The Hint Level Enhancement screen 430 includes a Skill Hint Level display area 432. The Skill Hint Level display area 432 displays the skills possessed by the character in the provisional selection state. In this embodiment, the Hint Level is linked as a parameter to the skills possessed by the character. There are four levels of Hint Level, from Level 0 to Level 3, and the player can enhance the Hint Level of each possessed skill up to a maximum of Level 3 by using Hint Level Enhancement items.
[0381] However, only unlocked skills can be used to enhance the hint level. The skill hint level display area 432 displays both unlocked skills and skills unlocked through character level enhancement. Unlocked skills may also be displayed in the skill hint level display area 432. In this case, unlocked and unlocked skills should be clearly distinguishable.
[0382] Furthermore, while it is possible to enhance the hint level for all unlocked possessed skills here, it may be possible to only enhance the hint level for possessed skills that are unlocked according to the character level. Alternatively, it may be possible to enhance the hint level for only some of the skills possessed by the character.
[0383] Each possessed skill has a set number of skill points required to acquire it during the training game. The hint level has a discount rate on the skill points required to acquire the possessed skill, and the higher the hint level, the higher the discount rate. In other words, the higher the hint level of a possessed skill, the fewer skill points are required to acquire that skill.
[0384] Note that the initial value of the hint level is level 0. In the skill hint level display area 432, an icon that identifies the hint level will be displayed for owned skills with a hint level of level 1 or higher.
[0385] At the bottom of the Hint Level Enhancement screen 430, there is a return operation unit 413 and a confirmation operation unit 414. When the return operation unit 413 is tapped on the Hint Level Enhancement screen 430, the Enhancement Item Selection screen 400 is displayed. When the confirmation operation unit 414 is tapped on the Hint Level Enhancement screen 430, the Hint Level Enhancement Confirmation screen 430A is displayed.
[0386] Figure 37 is a diagram illustrating the Hint Level Enhancement Confirmation Screen 430A. In the Hint Level Enhancement Confirmation Screen 430A, the character icon 411 displayed in the Hint Level Enhancement Screen 430 is replaced with the possessed skill icon 434. A possessed skill icon 434 is provided for each unlocked possessed skill of the character in the provisional selection state. The player can check all possessed skill icons 434 corresponding to unlocked possessed skills by swiping up or down in the area where the possessed skill icons 434 are displayed.
[0387] Skill icon 434 displays the name of the skill and the skill points required to acquire it in the training game. Additionally, for skills with a hint level of 1 or higher, skill icon 434 displays the current hint level and discount rate.
[0388] Players can select a skill they own to enhance the skill hint for by tapping the owned skill icon 434. After any owned skill icon 434 is tapped, tapping the confirmation operation section 436 located at the bottom of the hint level enhancement confirmation screen 430A will display a final confirmation screen (not shown). Although a detailed explanation is omitted, the final confirmation screen displays the type and number of hint level enhancement items required to enhance the hint level of the selected owned skill, as well as the current number of items held. If the player possesses the required hint level enhancement items, the player's enhancement operation is accepted, and the hint level of the owned skill is enhanced.
[0389] Figure 38A illustrates the relationship between possessed skills and hint levels. Figure 38B illustrates hint level enhancement items. As shown in Figure 38A, each possessed skill assigned to a character has a set number of skill points required to acquire it. For example, if the hint level of possessed skill a is level 0, the skill points required to acquire that skill are 180. Furthermore, as the hint level of possessed skill a increases by one level, the skill points required to acquire it decrease to 162, 144, and 126.
[0390] Thus, the skill points required to acquire a skill are discounted by 10% for each increase in the hint level. Here, it is assumed that the skill points required for each hint level are linked and stored for each possessed skill. However, the initial value of each possessed skill (the skill points required when the skill hint is level 0) and the discount rate for each hint level may be stored separately. In this case, the skill points can be calculated by multiplying the initial value of the possessed skill by the discount rate.
[0391] Furthermore, as shown in Figure 38B, each possessed skill has a set number of hint level enhancement items required to strengthen the hint level, corresponding to each hint level. Here, the higher the hint level, the more hint level enhancement items are required. However, the relationship between the hint level and the number of hint level enhancement items is just an example and can be set as appropriate.
[0392] Note that character level enhancement items, status level enhancement items, and hint level enhancement items are all given to players as rewards during the play of the cultivation game or upon completion of the cultivation game. That is, players can obtain each enhancement item by playing the cultivation game. This provides motivation for players to repeatedly play the cultivation game. However, each enhancement item may be given to players for free, for example, periodically or during the period of a period event. Alternatively, players may be able to obtain each enhancement item in exchange for a predetermined in-game currency or other items.
[0393] FIG. 39A is a diagram for explaining character information. Player terminal 1 and server 1000 store player information for each player. The player information includes information related to the cultivated characters cultivated by the player and information related to characters that can become the main character. Each character that a player can possess is provided with a character ID.
[0394] In the player information stored in player terminal 1 and server 1000, possession information is associated with each character ID. The possession information is information for identifying whether a character is possessed or not. For example, information indicating possession is associated with character IDs 0001 and 0003, respectively, and information indicating non-possession is associated with character ID 0002.
[0395] Also, a character level and a status level are stored in association with the character ID. Players can only enhance the character level and status level for the characters they possess. Note that initial values of the character level and status level are set for each character. Here, the initial values of the character level and status level are either 1 or 2.
[0396] Figure 39B is a diagram for explaining the skill information of characters. The player information includes the skill information of each character. In Figure 39B, for example, the skill information associated with the character ID of 0001 is shown. For each type (specifically, skill ID) of skills (acquired skills and possessed skills) that a character has, release information and hint level are associated and stored with the character ID.
[0397] The release information is information indicating whether the acquired skills and possessed skills that a character has are released or not. For acquired skills, information indicating release is always associated. Also, for skills whose character level has not reached the release level, information indicating not released is associated. On the other hand, when the character level reaches the release level, the release information is updated to the release indication information. Also, for possessed skills that are released from the beginning, information indicating release is associated.
[0398] In addition, the skill information includes a hint level. When the player strengthens the hint level, the hint level stored associated with the character ID is updated. Note that the player can only strengthen the hint level for possessed skills that are already released. Therefore, for possessed skills that are not released, the hint level is at level 0.
[0399] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above cultivation game will be described.
[0400] (Functional Configuration of Player Terminal 1) Figure 40 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0401] The terminal-side game control program includes an information setting processing program 700, a cultivation game execution program 701, a processing program 702 at the time of cultivation completion, and a character strengthening program 703. Note that the programs listed in FIG. 40 are merely examples, and there are many other programs provided in the terminal-side game control program.
[0402] In the data storage area 12b, as storage units for storing data, a player information storage unit 750 and a game information storage unit 751 are provided. Note that there are many other storage units provided in the data storage area 12b. Here, information directly related to games such as cultivation games (hereinafter referred to as game information) is stored in the game information storage unit 751.
[0403] In addition, temporary storage of various information during the progress of each game such as cultivation games is also performed in the game information storage unit 751. Therefore, all information related to the cultivated characters in the cultivation game is stored in the game information storage unit 751. Also, for example, information other than game information such as information about the player or other players, setting information of the player terminal 1, and information about characters that can be set for the main character is regarded as player information. The player information is stored in the player information storage unit 750.
[0404] The CPU 10 operates each program stored in the program storage area 12a and updates the data of each storage unit in the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, a processing unit 702a at the time of cultivation completion, and a character strengthening unit 703a.
[0405] Specifically, the CPU 10 operates the information setting processing program 700, causing the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the growth game execution program 701, the processing program at the time of growth completion 702, and the character enhancement program 703, causing them to function as the growth game execution unit 701a, the processing unit at the time of growth completion 702a, and the character enhancement unit 703a, respectively.
[0406] When various information is set on the player terminal 1, the information setting processing unit 700a stores the information related to the setting in the player information storage unit 750 as player information. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0407] The growth game execution unit 701a executes all processes related to the growth game. Specifically, the growth game execution unit 701a executes the preparation stage process and the growth stage process.
[0408] When the growth game is completed, the processing unit at the time of growth completion 702a stores growth character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used for growth of the growth character.
[0409] Based on the player's operation, the character enhancement unit 703a updates the character level, status level, and hint level of the character.
[0410] (Functional Configuration of Server 1000) FIG. 41 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and the functions as a computer. In the memory 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game is started, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0411] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, and a character enhancement program 1103. Note that the programs listed in Figure 41 are just examples; the server-side game control program includes many other programs.
[0412] The data storage area 1012b is equipped with a player information storage unit 1150 and a game information storage unit 1151 as data storage units. In addition, the data storage area 1012b is equipped with numerous other storage units. Here, all players' game information is stored in the game information storage unit 1151, linked to their player ID. Furthermore, all players' player information is stored in the player information storage unit 1150, linked to their player ID.
[0413] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a training game termination processing unit 1102a, and a character enhancement unit 1103a.
[0414] Specifically, the CPU 1010 runs the information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs the training game execution program 1101, the training game termination processing program 1102, and the character enhancement program 1103, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, and a character enhancement unit 1103a, respectively.
[0415] When various types of information are set on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. Also, the information setting processing unit 1100a measures time and updates the game points of each player.
[0416] The cultivation game execution unit 1101a executes all processes related to the cultivation game.
[0417] When the cultivation game ends, the cultivation game end processing unit 1102a derives evaluation points, cultivation ranks, etc. for the cultivated characters. Also, the cultivation game end processing unit 1102a determines the factors acquired by the cultivated characters by lottery. Then, the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for cultivation, etc. of the cultivated characters is associated with the player ID and stored in the game information storage unit 1151.
[0418] The character strengthening unit 1103a updates the character level, status level, and hint level of the character based on the player's operation.
[0419] Note that the information setting processing unit 700a on the player terminal 1 and the information setting processing unit 1100a on the server 1000 are common in that they both store player information, but the specific content of the processing and the range of player information stored are different from each other. Also, the cultivation game execution unit 701a, cultivation game end processing unit 702a, and character strengthening unit 703a on the player terminal 1 and the cultivation game execution unit 1101a, cultivation game end processing unit 1102a, and character strengthening unit 1103a on the server 1000 are common in that they both execute processes related to the cultivation game, but their roles, that is, the scope of responsibility, are different.
[0420] Regarding the processes performed by each functional unit in the above-described player terminal 1 and server 1000, they will be described below using a flowchart. Here, first, the process related to the breeding game will be described, and then the enhancement process for strengthening the character will be described.
[0421] (Processes of Player Terminal 1 and Server 1000) <Process Related to Breeding Game> FIG. 42 is a sequence diagram for explaining the processes of the player terminal 1 and the server 1000 related to the breeding game. In the following description, the process in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the process in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0422] When the player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0423] 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 an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, the friend information, which is information regarding friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed for executing the breeding game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a time the time and grant a predetermined value of game points to the player at predetermined intervals.
[0424] When the player terminal 1 receives an input to start the training game, the training game execution unit 701a executes a preparation stage process (P6). During this preparation stage process, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the server 1000 has the training game execution unit 1101a execute a preparation stage process (S6).
[0425] Once the preparation stage processing (P6) is complete, the training game execution unit 701a executes the training stage processing (P7). During this training stage processing, communication processing takes place between the player terminal 1 and the server 1000. On the server 1000, the training game execution unit 1101a executes the training stage processing (S7) based on the information received from the player terminal 1. In practice, roles are divided between the player terminal 1 and the server 1000, and the main training game progresses through the training stage processing (P7) on the player terminal 1 and the training stage processing (S7) on the server 1000. However, some or all of the processes in the training stage processing (P7) on the player terminal 1, as described below, may be performed in the training stage processing (S7) on the server 1000, and some or all of the processes in the training stage processing (S7) on the server 1000 may be performed in the training stage processing (P7) on the player terminal 1.
[0426] Figure 43 is a flowchart illustrating the training stage processing in server 1000. The training game execution unit 1101a of server 1000 executes turn start processing (S10) if it is the start of a turn (YES in S7-1), and executes in-turn processing (S20) if it is not the start of a turn.
[0427] Figure 44 is a flowchart illustrating the turn start processing in server 1000. As shown in Figure 44, first, the training game execution unit 1101a of server 1000 performs a process to determine whether or not the first event will occur (S10-1). Specifically, at the start of a turn, a random number is obtained, and based on the obtained random number and the first event table, the occurrence of the first event and the content of the first event are determined. Then, the training game execution unit 1101a performs a support character lottery process (S10-2). Specifically, the training game execution unit 1101a refers to the placement availability table shown in Figure 27 and determines by lottery whether or not to place a support character in each training item. This process is performed for each support character.
[0428] Furthermore, if it is decided that a support character will be assigned to a training item, the training game execution unit 1101a may perform a process to associate the support character ID or the support card (game medium used) ID corresponding to the support character with the training ID corresponding to the training item (parameter change element).
[0429] Next, the training game execution unit 1101a executes the ability parameter determination process (S10-3). In the ability parameter determination process, the increase in the main character's ability parameters when each training is executed and successful is determined. Specifically, the training game execution unit 1101a refers to the training level table shown in Figure 28A, the fixed increase value table shown in Figures 28B and 28C, and the bonus addition rate table shown in Figure 28D to determine the increase in the main character's ability parameters when all training items are successful. The training game execution unit 1101a also refers to the amount of stamina loss or recovery when each training item is executed to a stamina table (not shown). Furthermore, the training game execution unit 1101a calculates the failure rate of each training item based on the main character's stamina.
[0430] Then, the training game execution unit 1101a executes the process to determine whether or not the second event will occur (S10-4). Specifically, the training game execution unit 1101a refers to the second event table shown in Figure 29 and determines by lottery whether or not the second event will occur. Specifically, after the support character lottery process (S10-2), a random number is obtained, and based on the obtained random number and the second event table, it is determined whether or not the second event will occur. Here, for example, the training game execution unit 1101a performs a lottery to determine whether or not to grant a support event (reward) that is pre-set for the support card associated with the training item.
[0431] Furthermore, the training game execution unit 1101a performs a rival character lottery process (S10-5). Specifically, the training game execution unit 1101a refers to the placement availability table shown in Figure 32 and determines by lottery whether or not to place a rival character in each suitable race.
[0432] The training game execution unit 1101a stores game information, including information regarding the lottery results in S10-1 to S10-5, in the game information storage unit 1151 so that the player terminal 1 can receive it (S10-6).
[0433] Figure 45 is a flowchart illustrating the training stage processing in player terminal 1. The training game execution unit 701a of player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes in-turn processing (P20) if it is not the start of a turn.
[0434] Figure 46 is a flowchart illustrating the turn start processing in player terminal 1. As shown in Figure 46, first, the training game execution unit 701a accesses the game information storage unit 1151 of server 1000 and receives game information from server 1000, including information regarding the lottery results in S10-1 to S10-6 (P10-1).
[0435] Then, the breeding game execution unit 701a executes command processing to enable the player to select various commands related to the breeding stage processing (P10-2). Specifically, the breeding game execution unit 701a refers to, for example, the selection item table shown in FIG. 19, and based on the current turn number, performs processing to enable the player to select various commands such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the going out operation unit 218, the personal race operation unit (specific command) 219, the shop operation unit 220, the item operation unit 221, etc. In addition, the breeding game execution unit 701a performs processing to enable the player to select a plurality of personal race selection operation units (sub-commands) 261 associated with the personal race operation unit 219.
[0436] Also, in the command processing, the breeding game execution unit 1101a enables the player to select commands of the speed operation unit 241, the stamina operation unit 242, the power operation unit 243, the perseverance operation unit 244, and the wisdom operation unit 245 corresponding to each training item. The breeding game execution unit 701a performs processing to enable the player to select one command from these plurality of commands.
[0437] When the command processing is completed, the breeding game execution unit 701a executes display control processing (P100).
[0438] FIG. 47 is a flowchart for explaining display control processing. As shown in FIG. 47, the breeding game execution unit 701a executes a first predetermined condition determination process for determining whether or not the first predetermined condition is satisfied (P100-1). The first predetermined condition determination process is a process for determining whether or not the placement of the rival character has been determined based on the result of the rival character lottery process in S10-5. When the placement of the rival character has been determined, the breeding game execution unit 701a determines that the first predetermined condition is satisfied, and when the placement of the rival character has not been determined, the breeding game execution unit 701a determines that the first predetermined condition is not satisfied. Further, the first predetermined condition determination process is a process for determining whether or not a specific race is included in the races that can be selected in the current turn. The specific race is, for example, a race in which the above-described special item can be obtained when a time-limited event is held. That is, in the first predetermined condition determination process, it is determined whether or not the first predetermined condition is satisfied based on the type of the race (subcommand) that can be selected in the current turn. When the specific race is included in the selectable races, the breeding game execution unit 701a determines that the first predetermined condition is satisfied, and when the specific race is not included, the breeding game execution unit 701a determines that the first predetermined condition is not satisfied.
[0439] When the first predetermined condition is not satisfied (NO in P100-1), the breeding game execution unit 701a controls so that the rival character notification display 321 (specific image) is not displayed and the rival character notification display 321 is not displayed on the display 26 (P100-2).
[0440] On the other hand, if the first predetermined condition is met (YES in P100-1), the training game execution unit 701a controls the display 26 to display the rival character notification display 321 (specific image) (P100-3). Specifically, based on the fulfillment of the first predetermined condition, the training game execution unit 701a executes a process to display the rival character notification display 321 associated with the personal race operation unit (specific command) 219. Here, the training game execution unit 701a decides whether or not to superimpose the rival character notification display 321 on the personal race operation unit 219 based on the result of the rival character lottery process S10-5 which is executed every turn by the server 1000.
[0441] Furthermore, the training game execution unit 701a executes a process to display the rival character notification display 321 in association with the individual race selection operation unit (subcommand) 261 corresponding to one or more individual races, based on the fulfillment of the first predetermined condition. Specifically, the training game execution unit 701a determines whether or not to display the rival character notification display 321 for each race type (subcommand) of the individual race selection operation unit 261 based on the parameters of the main character (for example, aptitude parameters related to track suitability and distance suitability).
[0442] Furthermore, the training game execution unit 701a displays the lottery results on the display 26 based on the lottery results of the support character lottery process S10-2 executed on the server 1000 (P100-4). Here, the training game execution unit 701a displays on the display 26 information regarding the results of the lottery for granting support cards (game media used) and support events (rewards) associated with each training item (parameter change element).
[0443] Returning to Figure 46, after display control processing, the training game execution unit 701a sends command information indicating the selected command to the server 1000 if any of the commands are selected by the player (P10-3).
[0444] Figure 48 is a flowchart illustrating the turn-based processing in server 1000. As shown in Figure 48, when command information is sent from player terminal 1, the training game execution unit 1101a receives the transmitted command information (S20-1).
[0445] Upon receiving command information, the training game execution unit 1101a determines whether the player has selected a command for the personal race operation unit 219 (S20-2). If the command for the personal race operation unit 219 is selected (YES in S20-2), the training game execution unit 1101a performs personal race execution processing to have the main character participate in a personal race (a predetermined game) (S100).
[0446] Figure 49 is a flowchart illustrating the process of executing individual races. As shown in Figure 49, the training game execution unit 1101a determines whether or not a first predetermined condition is met in the individual race in which the main character participates (S100-1). If the first predetermined condition is not met (NO in S100-1), the training game execution unit 1101a executes a process to maintain the parameters of the NPC set for the individual race in which the main character participates at their set values (S100-2).
[0447] On the other hand, if the first predetermined condition is met (YES in S100-1), the training game execution unit 1101a executes a process to change the parameters of an NPC that has the same character ID as the rival character among the NPCs set for the individual race in which the main character will participate (S100-3). For example, the training game execution unit 1101a multiplies the ability parameters of a normal NPC that has the same character ID as the rival character by a predetermined number (for example, 1.1 times) and has the NPC with the changed parameters participate in the individual race as the rival character. In other words, in individual races where the first predetermined condition is not met, the training game execution unit 1101a executes the individual race using an NPC with default parameters (predetermined parameters), and in individual races where the first predetermined condition is met, it executes the individual race using an NPC with modified default parameters.
[0448] Returning to Figure 48, once the individual race execution process is complete, the training game execution unit 1101a executes a reward granting process to grant rewards to the player based on the game results of the individual race (S200).
[0449] Figure 50 is a flowchart illustrating the reward granting process. As shown in Figure 50, the training game execution unit 1101a determines whether a first predetermined condition is met in the individual race in which the main character is entered (S200-1). If the first predetermined condition is not met (NO in S200-1), the training game execution unit 1101a grants the player a basic reward (first reward) (S200-2). The basic reward is a reward that the player can obtain regardless of the outcome of the race against rival characters.
[0450] On the other hand, if the first predetermined condition is met (YES in S200-1), the training game execution unit 1101a grants the player an additional reward (second reward) in addition to the basic reward (S200-3). In other words, when an individual race is executed for which the first predetermined condition is met, the player is granted an additional reward based on the game result of the individual race. The additional reward is the reward that can be obtained when the main character participates in an individual race in which they compete against rival characters. In addition, as an additional reward, events such as the second event may be triggered regardless of whether an item is granted.
[0451] Returning to Figure 48, if the individual race control unit 219 is not selected (NO in S20-2), the training game execution unit 1101a determines whether a command in the training control unit 216 has been selected by the player (S20-3). If a command in the training control unit 216 has been selected (YES in S20-3), the training game execution unit 1101a performs the training execution process (S20-4).
[0452] Specifically, the training game execution unit 1101a determines whether or not one of the training items from the speed control unit 241, stamina control unit 242, power control unit 243, tenacity control unit 244, or intelligence control unit 245 has been selected. The training game execution unit 1101a then performs a success check for the selected training item. If the training is successful, the training game execution unit 1101a performs a process to increase the value of the main character's ability parameters according to the training item, for example. More specifically, if the training is successful, the training game execution unit 1101a performs a process to increase the value of the main character's ability parameters based on whether or not support cards and support events associated with the training item selected by the player have been granted. If the training fails, the training game execution unit 1101a performs a process to decrease the value of the main character's ability parameters according to the training item, for example. In this way, the training game execution unit 1101a changes the main character's parameters according to the training item and the success check of the training item.
[0453] On the other hand, if the training operation unit 216 is not selected (NO in S20-3), the training game execution unit 1101a determines whether the command to use the character relocation item has been selected (S20-5). Here, the training game execution unit 1101a performs a second predetermined condition determination process to determine whether the character relocation item has been used. If the training game execution unit 701a determines that the character relocation item has been used, it determines that the second predetermined condition has been met, and if it determines that the character relocation item has not been used, it determines that the second predetermined condition has not been met.
[0454] If the command to use the character relocation item is selected (YES in S20-5), the training game execution unit 1101a performs a re-draw process (S20-6). Specifically, when the character relocation item is used, the training game execution unit 1101a performs a process to re-draw the association between the support card and the training item while maintaining the presence or absence of the second event of the support card. Specifically, when the character relocation item is used, a random number is re-drawn, and the placement of each support character to each training item is redetermined based on the re-drawn random number and the placement availability table shown in Figure 27. At this time, if the placement position of the support character to the training item after the re-draw is the same as the placement position of the support character to the training item before the re-draw (i.e., the placement position determined in the support character drawing process (S10-2)), the random number is re-drawn again. Then, the placement of each support character to each training item is redetermined again based on the re-drawn random number and the placement availability table shown in Figure 27. This process is repeated until the placement position of the support character in the training items after re-drawing differs from the placement position of the support character in the training items before re-drawing (i.e., the placement position determined in the support character drawing process (S10-2)). Also, when a character re-placement item is used, the occurrence of the second event is re-drawn based on the random number selected by the draw 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 used in the second event occurrence determination process (S10-4) are used for the re-draw, so the second event re-drawn after using the character re-placement item will have the same result 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 personal race operation unit 219, the training operation unit 216, or the use of a character re-placement item is selected (NO in S20-5), various processes corresponding to each command are executed, although a detailed explanation is omitted.
[0455] Then, the breeding game execution unit 1101a stores game information including information on the race results of the personal race execution process executed in S100, information on the reward results of the reward granting process executed in S200, information on the training results executed in S20-4, information on the results of the second predetermined condition determination process executed in S20-5, and information on 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).
[0456] FIG. 51 is a flowchart for explaining the in-turn processing in the player terminal 1. As shown in FIG. 51, first, the breeding game execution unit 701a accesses the game information storage unit 1151 of the server 1000 and receives game information including information on race results, reward results, training results, second predetermined condition determination results, and re-drawing results from the server 1000 (P20-1).
[0457] After receiving the game information, the breeding game execution unit 701a executes display control processing (P200).
[0458] FIG. 52 is a flowchart for explaining the display control processing. As shown in FIG. 52, the breeding game execution unit 701a determines whether the second predetermined condition is satisfied (P200-1). If the second predetermined condition is not satisfied (NO in P200-1), the breeding game execution unit 701a displays race results, reward results, training results, etc. on the display 26 based on the results of the personal race execution process of S100, the training execution process of S20-4, and other various processes executed in the server 1000 (P200-2).
[0459] On the other hand, when the second specified condition is satisfied (YES in P200-1), the training game execution unit 701a displays the re-drawing result on the display 26 based on the re-drawing result of the re-drawing process in S20-6 executed by the server 1000 (P200-3). Specifically, the training game execution unit 701a causes the display 26 to display the support cards associated with each training item and information regarding the presence or absence of the appearance of the support events associated with the support cards.
[0460] Returning to FIG. 42, when the above-described training stage process ends, in the player terminal 1, the training game execution unit 701a executes a training game end process (P8). In the training game end process, the training game execution unit 701a stores information regarding the trained character in the training game in the game information storage unit 751. Further, the training game execution unit 701a transmits end information to the server 1000. This end information includes information regarding the trained character and the like. In the server 1000, when receiving the end information, the training game end process unit 1102a executes a training game end process (S8).
[0461] Through the above processing, the above-described training game is realized. Note that the processing in the above-described player terminal 1 and server 1000 is merely an example. Further, each of the above-described processes may be executed only in the player terminal 1 or only in the server 1000.
[0462] <Strengthening process> FIG. 53 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the strengthening of a character. When a strengthening operation (operation on the character level strengthening confirmation screen, status level strengthening confirmation screen, and final confirmation screen) for strengthening the character level, status level, or hint level is input, a strengthening process (P300) is executed in the player terminal 1.
[0463] Figure 54 is a flowchart illustrating the enhancement process in player terminal 1. When an enhancement operation is input, the character enhancement unit 703a determines whether the input enhancement operation requests character level enhancement (P300-1). If an operation requesting character level enhancement is input (YES in P300-1), the character enhancement unit 703a sends character level enhancement information to server 1000 (P300-2).
[0464] Furthermore, when an enhancement operation requesting a status level enhancement is entered (YES on P300-3), the character enhancement unit 703a sends status level enhancement information to the server 1000 (P300-4).
[0465] Furthermore, when an enhancement operation requesting an enhancement of the hint level is entered (YES on page 300-5), the character enhancement unit 703a sends hint level enhancement information to the server 1000 (page 300-6).
[0466] Returning to Figure 53, when enhancement information (character level enhancement information, status level enhancement information, hint level enhancement information) is received, the enhancement process (S300) is executed on server 1000.
[0467] Figure 55 is a flowchart illustrating the enhancement process in server 1000. Upon receiving character level enhancement information (YES in S300-1), the character enhancement unit 1103a determines whether it possesses the necessary character level enhancement items to enhance the character level (S300-2). If it possesses the necessary character level enhancement items (YES in S300-2), the character enhancement unit 1103a updates the player information stored in the player information storage unit 1150 (S300-3). Here, the character level of the character and the number of character level enhancement items possessed by the player are updated. The character enhancement unit 1103a also sets the updated information indicating the player information updated in S300-3 so that it can be received by the player terminal 1 (S300-4).
[0468] Furthermore, when the character enhancement unit 1103a receives status level enhancement information (YES in S300-5), it determines whether the player possesses the status level enhancement items necessary to enhance the status level (S300-6). If the player possesses the necessary status level enhancement items (YES in S300-6), the character enhancement unit 1103a updates the player information stored in the player information storage unit 1150 (S300-7). Here, the character's status level and the number of status level enhancement items possessed by the player are updated. The character enhancement unit 1103a also sets the player terminal 1 to be able to receive the updated player information that was updated in S300-7 (S300-8).
[0469] Furthermore, when the character enhancement unit 1103a receives hint level enhancement information (YES in S300-9), it determines whether the player possesses the hint level enhancement items necessary to enhance the hint level (S300-10). If the player possesses the necessary hint level enhancement items (YES in S300-10), the character enhancement unit 1103a updates the player information stored in the player information storage unit 1150 (S300-11). Here, the character's hint level and the number of hint level enhancement items the player possesses are updated. The character enhancement unit 1103a also sets the player terminal 1 to be able to receive the updated player information that was updated in S300-11 (S300-12).
[0470] Furthermore, the number of various items possessed by the player is synchronized between player terminal 1 and server 1000. If player terminal 1 does not possess the required number of items, the enhancement operation will not be accepted. Therefore, enhancement information will not be sent from player terminal 1 to server 1000 even if the required number of items is not possessed. However, if a communication failure occurs between player terminal 1 and server 1000, there is a risk that a discrepancy may occur between the player information stored in player information storage unit 750 of player terminal 1 and the player information stored in player information storage unit 1150 of server 1000.
[0471] If, upon receiving enhancement information, the player does not possess the necessary items (S300-2, S300-6, or S300-10), the character enhancement unit 1103a will perform error processing without updating the player information (S300-13).
[0472] Returning to Figure 53, when player terminal 1 receives update information, character enhancement unit 703a updates the player information in player information storage unit 750. As a result, the updated character level, status level, and hint levels for each possessed skill are stored as character status in both player terminal 1 and server 1000.
[0473] As described above, according to this embodiment, players can strengthen the hint level associated with a character's skills outside of the training game. By strengthening the hint level outside of the training game, players can start the training game with the strengthened hint level. This reduces the amount of skill points required to acquire skills during the training game. This makes it easier to select support cards for purposes other than hint events, for example, increasing the freedom of support card selection. As a result, it becomes possible to train characters with diverse abilities, which can improve the player's motivation to play the game.
[0474] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0475] The gameplay and processing in the player terminal 1 and server 1000 described in the above embodiment are merely examples. In any case, the information processing program only needs to cause the computer (either or both of the player terminal 1 and server 1000 in this embodiment) to perform the following processing.
[0476] (Processes to be performed by a computer) A process (P6 or S6 in the embodiment for example) to set a character selected by the player as the character to be trained, from among one or more characters associated with ability information (skills in the embodiment for example) that can be acquired by consuming points (skill points in the embodiment for example), and initial point consumption information (hint level in the embodiment for example) that indicates the value of points consumed to acquire the ability information. A process for executing a training game (for example, P7 or S7 in the embodiment) includes a process for changing the parameters of the character to be trained (for example, ability parameters, aptitude parameters, and skills in the embodiment) based on the player's actions, a process for awarding points during the training game, and a process for making it possible to acquire ability information associated with the character to be trained by consuming the awarded points based on the initial point consumption information associated with the character to be trained. Outside of the training game, when a pre-set specific condition (such as the use of a hint level enhancement item) is met, the initial point consumption information associated with the character is updated so that the amount of points required to acquire ability information is less than before the condition was met (for example, P300 or S300 in this embodiment).
[0477] In the above embodiment, the case in which a skill is acquired by consuming skill points was described as an example of ability information. However, ability information is not limited to skills. For example, ability information may be the initial values of ability parameters associated with a character, such as speed or stamina.
[0478] Furthermore, in the above embodiment, as an example of a specific condition, a case was described in which the amount of points required to acquire ability information is reduced when a hint level enhancement item is used. In other words, the process of running the training game includes a process of granting a specific item (hint level enhancement item), and the specific condition is the use of that specific item. However, the specific condition is not limited to this.
[0479] For example, if a player can possess a character won through a character lottery, specific conditions may be set such that the number of identical characters possessed exceeds a predetermined number, and that identical characters are used as materials. In this case, when the specific conditions are met, for example, the hint levels of all possessed skills may increase uniformly, or the player may be able to select which possessed skills enhance the hint levels.
[0480] Furthermore, for example, in the above embodiment, the hint level of a predetermined possessed skill may be enhanced in conjunction with the enhancement of the character level or status level. Moreover, the number of times the training game has been run with the main character, or the number of training characters generated, may be set as a specific condition.
[0481] Furthermore, in the above embodiment, outside of the training game, if a predetermined condition different from a specific condition (for example, the use of a status level enhancement item in the embodiment) is met, a process (for example, S300-7 in the embodiment) is executed that increases the ability information that is linked to the character and can be acquired by consuming points. However, in the above embodiment, the character level and status level enhancement functions are not mandatory.
[0482] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of symbols]
[0483] 1 Player terminal 1000 Servers G Game Device S Information Processing System
Claims
1. A process for executing a training main game, including a process for selecting one of a plurality of commands, a process for changing the parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and initial consumption point information indicating the amount of points to be consumed to acquire said ability information, based on the command selected by the player, a process for granting said points, and a process for making it possible to acquire said ability information linked to said character to be trained by consuming said granted points based on the initial consumption point information linked to said character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of reducing the consumption value of the points required to acquire the ability information during the training main game when a specific condition set in advance before the start of the training main game is met; a process of displaying, before the start of the training main game, information that enables identification that the consumption value of the points necessary to acquire the ability information will be reduced when the specific condition is met; The computer executes the following: Information processing program.
2. A process for executing a training main game, including a process for selecting one of a plurality of commands, a process for changing the parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and a level value to which the point consumption value for acquiring said ability information is associated, based on the command selected by the player, a process for granting said points, and a process for making it possible to acquire said ability information linked to said character to be trained by consuming said granted points based on the level value associated with said character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of updating the level value so that the consumption value of the points required to acquire the ability information during the training main game is reduced when a specific condition set in advance before the start of the training main game is met; a process of displaying information that enables identification that the level value will be updated when the specific condition is met, before the start of the training main game; The computer executes the following: Information processing program.
3. The process of executing the training main game comprises: A process of generating a predetermined event; a process of updating the level value so that the consumption value of the points required to acquire the ability information during the training main game is reduced upon occurrence of the predetermined event; Including, The information processing program according to claim 2 .
4. 1. An information processing method performed by one or more computers, comprising: The computer a process of executing a training main game, including a process of selecting one of a plurality of commands, a process of changing the parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and initial consumption point information indicating the amount of points to be consumed to acquire the ability information, based on the command selected by the player, a process of granting the points, and a process of making it possible to acquire the ability information linked to the character to be trained by consuming the granted points based on the initial consumption point information linked to the character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of reducing the consumption value of the points required to acquire the ability information during the training main game when a specific condition set in advance before the start of the training main game is met; a process of displaying, before the start of the training main game, information that enables identification that the consumption value of the points necessary to acquire the ability information will be reduced when the specific condition is met; To carry out the Information processing methods.
5. An information processing method performed by one or more computers, comprising: The computer a process of executing a training main game, including a process of selecting one of a plurality of commands, a process of changing, based on the command selected by the player, parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and a level value to which the point consumption value for acquiring the ability information is associated, a process of granting the points, and a process of making it possible to acquire the ability information linked to the character to be trained by consuming the granted points based on the level value associated with the character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of updating the level value so that the consumption value of the points required to acquire the ability information during the training main game is reduced when a specific condition set in advance before the start of the training main game is met; a process of displaying information that enables identification that the level value will be updated when the specific condition is met, before the start of the training main game; To carry out the Information processing methods.
6. one or more computers; one or more of the computers a process of executing a training main game, including a process of selecting one of a plurality of commands, a process of changing the parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and initial consumption point information indicating the amount of points to be consumed to acquire the ability information, based on the command selected by the player, a process of granting the points, and a process of making it possible to acquire the ability information linked to the character to be trained by consuming the granted points based on the initial consumption point information linked to the character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of reducing the consumption value of the points required to acquire the ability information during the training main game when a specific condition set in advance before the start of the training main game is met; a process of displaying, before the start of the training main game, information that enables identification that the consumption value of the points necessary to acquire the ability information will be reduced when the specific condition is met; To carry out the Information processing system.
7. A system comprising one or more computers, one or more of the computers a process of executing a training main game, including a process of selecting one of a plurality of commands, a process of changing, based on the command selected by the player, parameters of a character to be trained, which is linked to ability information that can be acquired by consuming points and a level value to which the point consumption value for acquiring the ability information is associated, a process of granting the points, and a process of making it possible to acquire the ability information linked to the character to be trained by consuming the granted points based on the level value associated with the character to be trained; When the training main game ends, a process of storing a trained character in which the ability information and the parameters acquired during the training main game are linked to the trained character; a process of updating the level value associated with the character to be trained so that the consumption value of the points required to acquire the ability information during the training main game is reduced when a predetermined specific condition is met before the start of the training main game; a process for making the level value identifiable before the start of the training main game; and The process of making the level information identifiable before the start of the training main game includes: When the specific condition is satisfied, the level information after the specific condition is satisfied is made identifiable. Information processing system.