Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2023134561
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2025-09-11
AI Technical Summary
Players in training games face a decrease in motivation due to the need to organize a large number of special characters into a deck within a short period to earn event points, narrowing their options and reducing engagement.
An information processing system that associates possession information with game media, executes target games using specific game media, determines an applied effect value, and provides rewards based on this value, allowing players to play games with varied and engaging gameplay mechanics.
Enhances player engagement and desire to play by providing rewards and varied gameplay experiences, addressing the limitations of traditional event-based systems.
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, a breeding game shown in Non-Patent Document 1 is known. In the breeding game, the breeding target character selected by the player can be bred. Also, at the start of the breeding game, the player can compile support cards into the deck. With the support cards compiled into the deck, the player can advantageously proceed with the breeding of the breeding target character.
[0003] Also, in the breeding game disclosed in Non-Patent Document 1, a time-limited event is held. During the event, the player can obtain event points by playing the breeding game. Rewards such as items are given to the player according to the cumulative value of the obtained event points.
[0004] Also, in the event, a plurality of characters are set as special-effect characters. When the breeding target character or the support cards compiled into the deck correspond to the special-effect characters, bonus points are calculated. The bonus points increase the event points given to the player in one breeding game.
Prior Art Documents
Non-Patent Documents
[0005]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] In the above-mentioned cultivation game, during the event, in order to obtain more event points in a short period of time, the player must compile a large number of special-effect characters into the deck. Therefore, there is a problem that the player's options are narrowed and the motivation to play the game decreases.
[0007] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the player's motivation to play.
Means for Solving the Problem
[0008] In order to solve the above problem, the information processing program a process of associating possession information with the game medium for which a preset possession condition is satisfied among the game media used in a predetermined game; a process of executing a target game in which any one of the game media is set as a specific game medium; a process of extracting, as a target game medium, the game medium that is set as the specific game medium of the target game and with which the possession information is associated; a process of determining an application effect value based on the extracted target game medium; a process of awarding a reward to the player based on the application effect value when the target game is executed; are caused to be executed by a computer. [[ID=2,7]]
[0009] The process of determining the application effect value may specify an effect value for each target game medium, and determine the application effect value based on the effect value for each specified target game medium.
[0010] The target game is the predetermined game that uses the game medium, the game medium is classified into any one of a plurality of types including a first type and a second type, The process of executing the target game A process for setting the first and second type game media to be used in the target game based on the player's operation, The process may also include a process for progressing the target game based on the first and second types of game media that have been set.
[0011] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, A process for associating ownership information with game media used in a specified game, provided that the pre-set ownership conditions are met. A process to execute a target game in which any of the aforementioned game media is set as a specific game media, A process to extract the game media that is set on the specific game media of the target game and to which the ownership information is linked as the target game media, A process to determine the applicable effect value based on the extracted target game media, When the aforementioned target game is executed, a process is performed to grant a reward to the player based on the applicable effect value, To carry out.
[0012] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, A process for associating ownership information with game media used in a specified game, provided that the pre-set ownership conditions are met. A process to execute a target game in which any of the aforementioned game media is set as a specific game media, A process to extract the game media that is set on the specific game media of the target game and to which the ownership information is linked as the target game media, A process to determine the applicable effect value based on the extracted target game media, When the target game is executed, a process of awarding a reward to the player based on the application effect value, is performed.
Advantages of the Invention
[0013] According to the present invention, the player's motivation to play can be improved.
Brief Description of the Drawings
[0014] [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 breeding target 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 character-owned 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 breeding character list screen. 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 line. [Figure 9] Figure 9 is a diagram illustrating the 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 outing screen. Figure 24B is a diagram illustrating the friend outing event screen. [Figure 25] Figure 25 illustrates the patterns of events that take place when friends go out together. [Figure 26] Figure 26A is the second diagram illustrating the outing screen. Figure 26B is the third diagram illustrating the outing screen. Figure 26C is the fourth diagram illustrating the outing screen. [Figure 27] Figure 27A is the first diagram illustrating the event screen for each character. Figure 27B is the second diagram illustrating the event screen for each character. Figure 27C is the first diagram illustrating the event screen for all characters. Figure 27D is the second diagram illustrating the event screen for all characters. [Figure 28] Figure 28 illustrates the execution patterns of events specific to each affiliated character and events involving all affiliated characters. [Figure 29] Figure 29A is the first diagram illustrating the individual race selection screen. Figure 29B is the diagram illustrating the individual race start screen. Figure 29C is the first diagram illustrating the individual race results screen. Figure 29D is the second diagram illustrating the individual race results screen. [Figure 30] Figure 30 is a diagram illustrating an example of an item exchange screen. [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 33A is a diagram illustrating the training level table. Figure 33B is a diagram illustrating the fixed increase value (speed) table. Figure 33C is a diagram illustrating the fixed increase value (power) table. Figure 33D is a diagram illustrating the bonus addition rate. [Figure 34] Figure 34 is a diagram illustrating the second event table. [Figure 35] Figure 35 is a diagram illustrating events associated with group support cards. [Figure 36] Figure 36 is a diagram illustrating the special benefits zone. [Figure 37] Figure 37A is a diagram illustrating the placement of character icons on the group support card. Figure 37B is a diagram illustrating the bonus feature animation. [Figure 38] Figure 38 is a diagram illustrating the presence or absence of placement. [Figure 39] Figure 39A illustrates the notification of the placement of rival characters on the game screen. Figure 39B illustrates the notification of the placement of rival characters on the individual race selection screen. [Figure 40] Figure 40A is the first diagram illustrating the training completion screen. Figure 40B is the second diagram illustrating the training completion screen. Figure 40C is the third diagram illustrating the training completion screen. [Figure 41] Figure 41 is a diagram illustrating special effectiveness information. [Figure 42] Figure 42 is a diagram illustrating character cards. [Figure 43] Figure 43 is a diagram illustrating the support card. [Figure 44] Figure 44 is a diagram illustrating the effect values set for character cards. [Figure 45] Figure 45 is a diagram illustrating the effect values set for support cards. [Figure 46] Figure 46 is a diagram illustrating the method for determining the effect value. [Figure 47]FIG. 47A is a first diagram for explaining a final confirmation screen during a time-limited event. FIG. 47B is a first diagram for explaining a final confirmation screen during a time-limited event. [Figure 48] FIG. 48 is a diagram for explaining a bonus point details screen. [Figure 49] FIG. 49 is a diagram for explaining the configuration of memory in a player terminal and functions as a computer. [Figure 50] FIG. 50 is a diagram for explaining the configuration of memory in a server and functions as a computer. [Figure 51] FIG. 51 is a sequence diagram for explaining the processing of a player terminal and a server related to a breeding game. [Figure 52] FIG. 52 is a first flowchart for explaining the preparation stage processing in a player terminal. [Figure 53] FIG. 53 is a second flowchart for explaining the preparation stage processing in a player terminal. [Figure 54] FIG. 54 is a flowchart for explaining the final confirmation screen display processing in a player terminal. [Figure 55] FIG. 55 is a third flowchart for explaining the preparation stage processing in a player terminal. [Figure 56] FIG. 56 is a flowchart for explaining the breeding stage processing in a server. [Figure 57] FIG. 57 is a flowchart for explaining the processing at the start of a turn in a server. [Figure 58] FIG. 58 is a flowchart for explaining the friendship training determination processing in a server. [Figure 59] FIG. 59 is a flowchart for explaining the breeding stage processing in a player terminal. [Figure 60] FIG. 60 is a flowchart for explaining the processing at the start of a turn in a player terminal. [Figure 61] FIG. 61 is a flowchart for explaining the processing during a turn in a server. [Figure 62]Figure 62 is a flowchart illustrating the outing selection process on the server. [Figure 63] Figure 63 is a flowchart illustrating the execution process of outing-related events on the server. [Figure 64] Figure 64 is a flowchart illustrating the process of setting up the reward zone on the server. [Figure 65] Figure 65 is a flowchart illustrating the turn-based processing on the player terminal. [Figure 66] Figure 66 is a flowchart illustrating the process for ending the training game on the server. [Modes for carrying out the invention]
[0015] 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.
[0016] (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.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] (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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] (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 character cards obtained through a lottery known as gacha, or character cards distributed by the operator. In addition, players can possess support cards obtained through a lottery, or support cards distributed by the operator.
[0031] As will be explained in more detail later, the game according to this embodiment provides a character development game. In the development game, the player can develop characters linked to character cards that the player possesses. Furthermore, the development game in this embodiment has the gameplay of developing characters while having them participate in races modeled after horse racing.
[0032] Figure 3A is a diagram illustrating an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with multiple control buttons that the player can operate (tap).
[0033] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a racing game selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0034] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.
[0035] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the character cards and support cards they possess. By enhancing character cards and support cards, the player can increase the level set on the character cards and support cards. Character cards and support cards have various parameters set, and these parameters increase as the level increases. By increasing the parameters of character cards and support cards, the player can cultivate characters with stronger stats in the training game.
[0036] 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.
[0037] 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.
[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, players can spend in-game currency to perform a gacha draw, in which they can randomly obtain character cards and support cards.
[0039] 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, 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 card from among those they possess. One character is associated with each character card. The character associated with the character card is set as the character to be trained. Hereafter, character cards, or the characters associated with character cards, may simply be referred to as characters.
[0040] Furthermore, during the preparation phase, the player sets the deck to be used when training the character to be trained. The deck is composed of multiple inherited characters and multiple support cards, which will be explained in more detail later. Therefore, in the training game, the inherited characters and support cards composed of the deck are used.
[0041] Once the character to be trained and the deck (inherited character and support cards) have been set, the game transitions from the preparation stage to the training stage, and the game for training the character begins. In the training game, the parameters of the character to be trained can be changed. Once the training of the character to be trained is completed in the training game, the character becomes a trained character. A player can possess multiple trained characters. As described above, a player can assemble their trained characters into a team and use them in team competitive games, etc.
[0042] Thus, the main objectives of the game in this embodiment are to generate training characters through a training game, and to improve the ranking in a team competition game using these training characters.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a limited-time event, a limited-time event icon 108 is displayed on the home screen 100. When the limited-time event icon 108 is tapped, a limited-time event screen (not shown) is displayed. On the limited-time event screen, the player can, for example, exchange event points offered for a limited time for various rewards.
[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 trains one character selected from the characters they own.
[0061] Furthermore, the setting game is where players register the character to be trained and their deck (inherited character and support cards), and it 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 main training 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 character to be trained and registering the deck (inherited characters and support cards). Support cards are intended to assist in the training of the target character. Each support card is always associated with at least one character, and the characters associated with the support cards registered during the preparation phase will assist in the training of the target character. Hereafter, characters associated with support cards will be referred to as support characters.
[0063] <Registering characters to be trained> 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 character selection screen 150. In the center of the character selection screen 150, multiple character icons 151 are displayed, showing a list of characters (hereinafter simply referred to as "characters") associated with the character cards owned by the player. At the top of the character selection screen 150, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed. At the bottom of the 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 parameter display unit 152a provides five types of ability parameters, speed, stamina, power, tenacity, and wisdom, each labeled "Speed," "Stamina," "Power," "Spirit," and "Wisdom."
[0068] The initial values of each character's ability parameters can be increased through player actions. For example, characters have five levels, and players can increase a character's level by spending in-game currency or specific items. In this case, the initial values of the ability parameters increase as the character's level rises. Figure 6A shows the initial values when a character is at a predetermined level. Players can also 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 valued ability parameters.
[0069] Furthermore, in this embodiment, each character has a set of aptitude parameters (initial values), and as shown in Figure 5A, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player, in alphabetical order.
[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 training games, players can enter their training character into various races. The higher the training 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 you long-press the character icon 151 on the character selection screen 150, 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 long-pressed on the 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 switches, as shown in Figure 5C, and the character event display section 162a, which shows the character-specific events provided for each character, is displayed. In this case, as shown in Figure 5C, the event operation section 162 is highlighted. Character events occur in the main training game when certain conditions are met, and they display stories related to the characters appearing in the training game or change the values of ability parameters.
[0081] Figure 6D is a diagram illustrating the character event table. As shown in Figure 6D, the character event table stores character events for each character owned by the player. Based on the character events stored in the character event table, the character events are displayed on the character details screen 160, as shown in Figure 5C. Character events may include hint events that allow a character to acquire or obtain skills, ability events that increase or decrease the numerical values of a character's ability parameters, etc.
[0082] Furthermore, the character-possessed 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 may be executed during the main training game, or none may be executed during the main training game if certain conditions are not met. Also, for example, the number of character-possessed events provided for each character may increase due to the character's level increasing, the consumption of in-game currency or items, etc. Also, if certain conditions are met, character-possessed events that are not displayed as character-possessed events may be executed during the main training game.
[0083] Furthermore, as shown in Figures 5B and 5C, a close button 163 labeled "close" is displayed at the bottom of the character details screen 160. When the close button 163 on the character details screen 160 is tapped, the display of the character details screen 160 ends, and the character selection screen 150 for training is displayed on the display 26.
[0084] Furthermore, when the return operation button 153 is tapped on the character selection screen 150 shown in Figure 5A, the home screen 100 shown in Figure 3A is displayed on the display 26. The 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 character selection screen 150 on the training information display screen.
[0085] The training information display screen has a "Clear Objectives" tab. As will be explained in more detail later, the main training game consists of multiple turns, and in each turn, the player needs to have the character being trained undergo training 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 character being trained can participate.
[0087] Furthermore, when you enter a character you are training into a race, that character can earn fans, victory points, and special currency. Each race has a base amount of fans, victory points, and special currency earned based on the finishing position, and the higher the finishing position, the greater the amount of fans, victory points, and special currency earned.
[0088] Furthermore, races have difficulty levels, and the more difficult the race, the more fans, victory points, and special currency you can earn. For example, some races are graded as major races, such as GI, GII, and GIII. The grades increase in the order of GIII, GII, and GI. The higher the grade of the race, the more difficult it is, but the more fans, victory points, and special currency you can earn.
[0089] 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 character being trained will gain. For example, if the race result is 1st place, the larger the difference between the character being trained and the character that came in 2nd place, the larger the correction value will be. Also, if the race result is between 2nd and 5th place, the smaller the difference between the character being trained and the character that came in 1st place, the larger the correction value will be.
[0090] Furthermore, the character being trained will activate skills with a predetermined probability during the race. 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 character being trained will be at least equal to the base number of fans gained corresponding to the finishing position.
[0091] Note that some races have a minimum number of fans required to participate. If the number of fans a character you are training has earned does not meet the required number for participation, the player cannot enter that character in that race. The more difficult the race, the more fans are required to enter.
[0092] 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.
[0093] As described above, the player can select a character to train on the 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 character selection screen 150, the selected character is set as the character to train, and the inheritance character selection screen 170 is displayed on the display 26.
[0094] <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.
[0095] Inheritance characters are characters that inherit abilities, skills, and other attributes from the character being trained. Players can select two inheritance characters from their own training character and representative characters of other players, such as followers or friends, that are selected according to predetermined selection criteria, and add them to their deck and register them. Note that only a maximum of one representative character from another player can be added to the deck as an inheritance character in a single training game.
[0096] 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 training target 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.
[0097] 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.
[0098] 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.
[0099] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 7C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image indicating the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a.
[0100] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 7D.
[0101] In addition, information related to the inherited characters used during cultivation is linked and stored in the cultivated characters. In the first inherited character selection area 171a, information related to the inherited characters used when cultivating the cultivated character is displayed.
[0102] Figure 8 is a diagram for explaining the inheritance lineage. In the cultivation game, various utilities are brought about, such as the values of the ability parameters and suitability parameters of the cultivation target character increasing based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one cultivation target character, and these inherited characters are the previously generated cultivated characters. Therefore, even when a cultivated character set as an inherited character is generated, two inherited characters are set for that cultivated character.
[0103] As shown in Figure 8, the cultivation target character, which is the target of the main cultivation game starting from now, is regarded as the current generation. Also, for the cultivation target character of the current generation, two cultivated characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the cultivation of the cultivated characters of the first inheritance generation, two cultivated characters are set as inherited characters. When the cultivated characters of the first inheritance generation are generated, the two cultivated characters set as inherited characters are regarded as the second inheritance generation.
[0104] In this case, as shown in Figure 8, the cultivated characters of the first inheritance generation and the second inheritance generation have an effect on the cultivation target character of the current generation. As described above, two inherited characters (first inheritance generation) are set for one cultivation target character, so a total of six cultivated characters will have an effect on one cultivation target character.
[0105] 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.
[0106] 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.
[0107] Figure 9 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the character being trained is registered as a training character, and at this time, factor information is linked to and stored in the training character. Specifically, when the training of a 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.
[0108] 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.
[0109] The factors possessed by a character being trained only affect the target character being trained if that character is set as an inheritance 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.
[0110] 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.
[0111] 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.
[0112] Basic ability factors increase the ability parameters of the character being trained. 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 speed ability parameter of the character being trained will increase.
[0113] 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 speed ability parameter of the character being trained 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, consisting of two first-generation inheritance characters and four second-generation inheritance characters, all have a level 3 speed factor, the speed ability parameter of the characters being trained will increase by a maximum of 126 (increase of 21 x 6 characters).
[0114] 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, it will not have any effect on the character being trained.
[0115] 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.
[0116] 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%.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] The aptitude factors shown in Figure 9 increase the aptitude parameters of the character being trained. 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 that possesses the turf factor, the turf aptitude parameter of the character being trained will increase.
[0121] 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.
[0122] 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 training character's turf aptitude and sprint aptitude will each increase by two levels, and its mile aptitude and middle-distance aptitude will each increase by one level.
[0123] 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 training 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 factor, sprint factor, and mile factor, respectively. In this case, the training character's turf aptitude will increase by 4 levels, and its sprint aptitude and mile aptitude will each increase by 1 level.
[0124] However, in the first turn, there is a limit to the increase in aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character being trained is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.
[0125] 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.
[0126] 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.
[0127] Race Factors increase the ability parameters of the character being trained. Race Factors are assigned to each of the high-difficulty races (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 character being trained acquires a race factor for each factor-targeted race in which they finished first. If the character wins this lottery, they acquire a race factor.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] Character factors are unique to each character. For example, if a character that has been strengthened to a certain level is used as the target character for training, the character factors set for that character will be automatically assigned to the training character upon completion of the training game. Since only one character factor is set per character, a training character can acquire a maximum of one character factor. Furthermore, if a training character is generated based on a character that has not been strengthened to a certain level, it will not acquire any character factors.
[0132] 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.
[0133] 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.
[0134] 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 character to acquire hints about the skill. This enables the character being trained to acquire skills similar to those already acquired by inherited characters, etc.
[0135] 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.
[0136] 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 that the character being trained can acquire based on the skills already acquired by the character being trained as an inheritance character, without introducing skill factors.
[0137] As described above, the ability parameters of the character being trained change significantly depending on the inheritance character included in the deck. Furthermore, even if the character being trained has high abilities, whether or not factors are acquired 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.
[0138] Furthermore, in this embodiment, compatibility is determined between the character being trained, the first-generation inherited character being trained, and the second-generation inherited character being trained. When the characters are a compatible combination, the conditions for activating the factor become more favorable.
[0139] 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 target character for development, and the first generation character for development in the first inheritance group. The second target for determination (No. 2) is the current target character for development, and the first generation character for development in the second inheritance group.
[0140] 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 character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of one of the second-generation inheritance characters in the first inheritance group (character A). The fifth set of characters to be evaluated (No. 5) are the current character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of the other of the second-generation inheritance characters in the first inheritance group (character B).
[0141] The sixth set of characters to be evaluated (No. 6) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and one of the second generation of inheritance characters in the second inheritance group (character A). The seventh set of characters to be evaluated (No. 7) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and the other of the second generation of inheritance characters in the second inheritance group (character B).
[0142] For each of the above evaluation targets, the presence or absence of conditions 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 selectable characters to be trained are students, and each character undergoes training at school.
[0143] 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.
[0144] 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.
[0145] For example, when determining compatibility, the first step is to determine whether all the criteria are met between the current character being trained (the first target of the assessment) and the first-generation character being trained in the first inheritance group. At this time, the expected compatibility value associated with the criteria that are met is accumulated and counted. In this way, the expected compatibility 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 expected compatibility value. In other words, the higher the expected compatibility value, the higher the activation probability of all factors, and the lower the expected compatibility value, the lower the activation probability of all factors.
[0146] 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.
[0147] Thus, since the probability of factor activation differs depending on the compatibility between the character being trained and the inheriting character, or between the inheriting characters themselves, the combination of two inheriting characters will have a significant impact on the training of the character being trained. In other words, character compatibility is an important factor when selecting inheriting characters.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] Furthermore, in the character training list screen 180 shown in Figure 7B, if a character training icon 182 is long-pressed, detailed information about the character training corresponding to the character training icon 182 will be displayed.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] Examples of conditions for acquiring a title include the character being trained gaining a predetermined number of fans, having ability parameters or aptitude parameters above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., 1st place) in a specific race.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] Figure 15 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to the skill and a skill description display field 189 that describes the skill. The skills displayed in this skill description display field 189 are a list of all skills that the currently selected training character may acquire if the training character is used as an inheritance character.
[0170] 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.
[0171] 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.
[0172] 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.
[0173] 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.
[0174] 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.
[0175] Furthermore, the player must select two characters to be trained as inherited characters on the inheritance character selection screen 170. If two inherited 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 training target character selection screen 150 is displayed.
[0176] <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.
[0177] 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.
[0178] 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.
[0179] 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.
[0180] 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.
[0181] Figure 17A is a diagram illustrating the support card table. As shown in Figure 17A, the support card table stores information about each type of support card (i.e., support card ID) held by the player, along with the type of support character (i.e., character ID), rarity, level, and preferred training.
[0182] Each support card is associated with at least one support character (character ID). In other words, each support card ID is always associated with one or more character IDs. Here, there are support cards associated with one support character and support cards associated with five support characters. However, this is not limited to these; a support card may be associated with, for example, two to four, or six or more support characters.
[0183] As shown in Figure 17A, support cards of type A1, A2, and A3 are all associated with character A. Furthermore, support cards of type G are associated with five characters: A, C, E, H, and K. Hereafter, support cards associated with multiple characters, such as those of type G, may be referred to as group support cards. Note that group support cards do not have a designated specialty training. However, group support cards may, like other support cards, have a designated specialty training.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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 that can be set as the target character for training possesses those skills. In the training main game, when a hint event occurs, the character to be trained becomes able to possess the skills set for each support card.
[0191] 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 main training game. When a support event occurs, the values of various stats of the character being trained may increase or decrease.
[0192] 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.
[0193] 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.
[0194] 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.
[0195] 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.
[0196] 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 character to be trained selected by the player, the characters to be trained that make up the first inheritance group, the characters to be trained that make up the second inheritance group, and 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.
[0197] Here, a preset is reservation information for a race in which the character being trained will participate in the main training 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.
[0198] 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.
[0199] 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.
[0200] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the target character for training and the character type set as the support character. Specifically, each character that can be set as a target character for training is associated with a character ID. In addition, each support card is always associated with at least one character ID of a character that will serve as a support character.
[0201] Here, one character to be trained and six support cards are registered. At this time, the character ID of the character to be trained and the character IDs of the support characters must not be duplicated. Therefore, a player cannot, for example, include a support card linked to the same character as the character to be trained in their deck. Furthermore, a player cannot include multiple support cards linked to the same character in their deck.
[0202] Furthermore, the multiple character IDs associated with a Group Support Card must not overlap and must all be different. When a Group Support Card is included in a deck, the character IDs associated with the Group Support Card, the character IDs associated with other support cards, and the character IDs associated with the character being trained must not overlap. Thus, players must assemble their decks so that there are no overlapping character IDs between the character being trained and the support characters, and between the support characters themselves.
[0203] Once the character to be trained, the inherited character, and the support card are registered, the preparation stage process is complete.
[0204] <Cultivation Stage Processing> Once the preparation phase is complete, the training phase begins. During the training phase, you can begin training the character you are training. To facilitate understanding, the following will first explain the basic flow of the training-focused game.
[0205] Figure 19 illustrates the selection item table. Note that a common selection item table is used for all characters being trained. However, separate selection item tables may be provided for each type of character being trained. As shown in Figure 19, the training game consists of 78 turns, and features gameplay where various parameters are updated according to the player's choices in each turn. Furthermore, according to the selection item table, the items the player can select are predetermined for each turn.
[0206] Figure 20A is a diagram illustrating the game screen 210. Figure 20B is a diagram illustrating the special race screen 230. When the training stage is initiated, the game screen 210 shown in Figure 20A is displayed on the display 26. At the top of the game screen 210, the stamina display section 211 and the condition display section 212 are displayed. The training target character has a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as described later. The stamina display section 211 displays the remaining amount of the training target character's "stamina" relative to the upper limit of "stamina," allowing for visual understanding.
[0207] Furthermore, each character being trained has a "condition" parameter. The condition display unit 212 visually displays the current "condition" of the character being trained in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the race development for the character being trained will be, and the greater the increase in ability parameters through training.
[0208] Furthermore, as shown in Figure 20A, the central part of the game screen 210 displays an image of the character being trained, a status display section 213, and a skill point display section 214. The status display section 213 shows the current status of the character being trained 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 possessed by the character being trained in the training game as a numerical value.
[0209] 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.
[0210] 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.
[0211] When the "Rest" option is selected, stamina is restored. When the "Going Out" option is selected, either stamina or condition, or both, are increased. Additionally, when the "Training" option is selected, training (described later) becomes available. When the "Race" option is selected, the character being trained can participate in a personal race. When the "Special Race" option is selected, the character being trained can participate in a special race (described later). Once a 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 to the next turn.
[0212] 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.
[0213] 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.
[0214] 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.
[0215] In this embodiment, when an individual race or a special race is executed, the character to be trained 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.
[0216] Also, in a race with a higher difficulty level, more victory points and special currency can be obtained. For example, in the grades of GI, GII, and GIII, the higher the grade of the race, the more victory points and special currency can be obtained.
[0217] In the training game of this embodiment, a target point determined in advance is set for each predetermined turn interval. As described above, in this embodiment, the training 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 latter turn interval, and the 73rd turn to the 78th turn are called the final turn interval.
[0218] A target point is set in each of the initial turn interval, the middle turn interval, and the latter turn interval. The target points set in each turn interval may be the same or different. The player can advance the training game to the final turn interval by sequentially reaching the cumulative value of the victory points obtained in each turn interval to the target point.
[0219] Furthermore, target points are set based on the training character's aptitude parameters related to track suitability and distance suitability. For example, the target points for a training character whose turf suitability parameter is higher than their dirt suitability parameter will be set higher than the target points for a training 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 training character may differ depending on the aptitude parameters related to track suitability and distance suitability. Note that target points may also be set based on aptitude parameters related to running style suitability in addition to the training character's track suitability and distance suitability.
[0220] 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.
[0221] 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.
[0222] 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.
[0223] 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.
[0224] Furthermore, the so-called non-player characters (hereinafter referred to as NPCs) that compete against the training character in all three races are 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 section, 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.
[0225] 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.
[0226] 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.
[0227] 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. At this time, the control unit 241-245 corresponding to the provisionally selected training item is highlighted. Figure 21A shows the power control unit 243 in the provisionally selected state. Figure 21B shows the stamina control unit 242 in the provisionally selected state.
[0228] 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.
[0229] 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.
[0230] 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.
[0231] 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.
[0232] Here, in turns other than the 74th turn, 76th turn, and 78th turn where a special race is executed in the final turn period, at the start of the turn, it is determined whether to place the support characters associated with the support cards organized in the deck in each training. In other words, it is determined whether to associate a support card or a support character with a training item.
[0233] Also, when a support character is associated with a training item, among the five training items, the support character is associated with any one of them. As shown in FIG. 21B, at the upper right of the training screen 240, arrangement character icons 248 indicating the support characters placed in the training are displayed for each training item of the operation units 241 to 245 under temporary selection. When a support character is arranged, the increase value of the ability parameter when the training is successful becomes larger.
[0234] Here, a bond gauge is set for each support character. The bond gauge is, for example, a value from 0 to 100. The current value of the bond gauge can be visually grasped by the bond gauge display section 248a displayed for each arrangement character icon 248.
[0235] The bond gauge has an initial value of 0 and a maximum value of 100. However, depending on the support card, there are some support cards with a support effect set to increase the initial value of the bond gauge, such as increasing the initial value by +10. In this case, for the support character associated with the support card having this support effect, the initial value of the bond gauge is higher than 0 from the start of the main breeding game.
[0236] Also, the bond gauge rises when a preset rising condition is satisfied. Examples of the rising condition include, for example, the selection (assumed to be successful here) of the training in which the support character is placed. Also, for example, using a predetermined item purchased at the shop described later, or the occurrence of the first event or the second event described later is provided as a rising condition.
[0237] When the training (hereinafter referred to as joint training) in which the support character is placed is successful, the increase value of the ability parameter becomes larger as the value of the bond gauge of the placed support character is higher. Also, in the joint training in which the support character is placed, friendship training may occur. When friendship training occurs, the increase value of the ability parameter when the training is successful increases, for example, by 10 to 50%.
[0238] Friendship training can occur simultaneously for a plurality of support characters. Therefore, for example, if friendship training occurs simultaneously for a plurality of support characters in one turn, the ability parameter can be greatly increased in one training.
[0239] However, generation conditions are set for friendship training. Although details will be described later, the generation conditions for friendship training are different between group support cards and other support cards. For support cards other than group support cards, as generation conditions for friendship training, the value of the bond gauge of the support character is a predetermined value (for example, 80) or more, and the support character is placed in a predetermined training set for each support card.
[0240] Here, for support cards other than group support cards, a preferred training is set as the predetermined training that triggers friendship training. In other words, for support cards that are linked to only one support character, friendship training can only occur if the support character is assigned to that preferred training. For example, for a support card whose preferred training is speed training, friendship training can only occur if the support character linked to that support card is assigned to speed training.
[0241] In contrast, group support cards, which are linked to multiple support characters, have different conditions for triggering friendship training compared to other support cards. As will be explained in more detail later, bonus zones may be set during the main training game. During these bonus zones, friendship training based on group support cards can be triggered. During bonus zones, friendship training will occur regardless of the training type on which the group support card is placed. In other words, during bonus zones, performing training on which a group support card is placed will trigger friendship training based on the group support card, regardless of the training type.
[0242] As mentioned above, each group support card has multiple characters associated with it as support characters. However, each training session is associated with one group support card, and not each of the multiple support characters is associated with each individual training session.
[0243] Furthermore, if the joint training is successful, a predetermined event may occur corresponding to the character displayed on the placement character icon 248. In this case, an event notification display 247 will be displayed on the corresponding placement character icon 248. Hereafter, a placement character icon 248 on which the event notification display 247 is displayed will be referred to as an event placement character icon 249.
[0244] Furthermore, the characters placed in training may include characters other than the support characters corresponding to the support cards registered by the player during the preparation phase. For example, the characters placed in training may be characters randomly selected from all the support characters implemented in the game. In that case, character icons 248 representing characters other than the registered support characters will be displayed on the training screen 240.
[0245] Furthermore, when joint training is performed, events may occur that are associated with characters other than the support characters registered by the player. Here, the occurrence rate of events associated with characters not registered by the player is lower than the occurrence rate of events associated with the support characters registered by the player. In this case as well, an event notification display 247 may be displayed on the character icon 248 shown on the training screen 240.
[0246] 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.
[0247] 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 of the character being trained that correspond to the training item selected by the player are updated.
[0248] Here, the values of the ability parameters that increase upon successful training, as displayed in the status display unit 213 in Figure 21A or Figure 21B, are added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If any of the speed, stamina, power, or tenacity training is successful, stamina decreases. On the other hand, if intelligence training is performed, stamina recovers.
[0249] Furthermore, if training fails, a predetermined penalty may 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).
[0250] 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.
[0251] 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.
[0252] For example, if the first hint event or the 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 individual races or special races, which will be described later.
[0253] The 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, and events that decrease condition. As will be explained in more detail later, some events occur on a predetermined turn, while others occur if 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 that have been determined to occur have finished, the game screen 210 for the next turn will be displayed.
[0254] 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 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case in which the inheritance event occurs in the 31st turn.
[0255] When the 31st turn starts, first, as shown in FIG. 22A, the character to be trained and the operation part marked with "Touch" are displayed on the event screen 240b. When the operation part displayed on the event screen 240b is tapped, as shown in FIG. 22B, an animation image including the character to be trained and two inherited characters is displayed. Also, when the operation part is tapped, a lottery for activation is performed for all factors possessed by a total of six trained characters in the first and second generations of inheritance.
[0256] Then, as shown in FIG. 22C, the factors that are selected by the lottery for activation and determined to be activated are displayed. After that, as shown in FIG. 22D, the type of ability parameter or aptitude parameter that increases due to the activation of the factor and the increase value thereof are displayed, and the parameter is updated. When the inheritance event ends, the game screen 210 shown in FIG. 20A is displayed, and the player can select any item. At this time, the status display section 213 shows the state where the increase values of the ability parameters and aptitude parameters displayed in the inheritance event are added.
[0257] FIG. 23A is the first diagram for explaining the skill screen 250. FIG. 23B is the second diagram for explaining the skill screen 250. When the skill operation part 217 of the game screen 210 is operated, the skill screen 250 shown in FIG. 23A is displayed on the display 26.
[0258] On the skill screen 250, a skill display column 251 is displayed. In the skill display column 251, acquired skills, possessed skills preset for the character to be trained, possessed skills obtained due to the occurrence of various events, etc. are displayed. Also, when the first hint event or the second hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, for the possessed skills for which hints have been obtained, the skill points required to acquire them are discounted and displayed. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the skill display column 251.
[0259] Additionally, the skills displayed on the skill screen 250 show the activation conditions and effects of each skill when activated. The top of the skill screen 250 also displays the health indicator 211, the condition indicator 212, and the skill point indicator 214. Furthermore, the current turn count is displayed at the top of the skill screen 250.
[0260] Based on the player's actions, when a player acquires a skill by consuming skill points, the acquired skill will be marked with "GET" as shown in Figure 23B, indicating that the player has acquired the skill. In addition, the skill point display unit 214 will subtract the consumed skill points from the displayed skill points.
[0261] Figure 24A is the first diagram illustrating the outing screen 255. When the outing operation unit 218 on the game screen 210 is operated, the outing screen 255 shown in Figure 24A is displayed on the display 26. Here, as an example, the outing screen 255 displays the character selection operation unit 256a and the support character selection operation unit 256b.
[0262] Here, support cards other than group support cards are classified into normal character type and friend character type. Normal character type support cards are support cards linked to characters that can be set as the target character for training. On the other hand, friend character type support cards are support cards linked to characters different from those that can be set as the target character for training. In other words, friend character type support cards are linked to characters that cannot be set as the target character for training. Below, characters linked to friend character type support cards that cannot be set as the target character for training will be referred to as friend characters.
[0263] If a support card of the friend character type is included in the deck, the outing screen 255 will be displayed as shown in Figure 24A. The character selection operation section 256a displayed on the outing screen 255 corresponds to the character to be trained. When the character selection operation section 256a is tapped, a solo outing event occurs in which the character to be trained goes out alone. When the solo outing event occurs, a solo outing screen (not shown) will be displayed.
[0264] There are multiple execution patterns (for example, three) for the solo outing event. When the character selection operation unit 256a is tapped, the execution pattern for the solo outing event is determined, for example, by lottery, and the solo outing screen corresponding to the determined execution pattern is displayed. Each solo outing screen shows the character being trained going to a different destination.
[0265] As described above, when a solo outing event occurs, the parameters of the character being trained increase. The type and value of the parameters that increase due to a solo outing event are set for each execution pattern of the solo outing event. This includes an execution pattern in which the character being trained's condition increases by two levels, and an execution pattern in which the character being trained's condition increases by one level and their stamina increases by a predetermined value. Note that there may be multiple execution patterns in which the increase values of condition and stamina differ from each other. In addition, when a solo outing event occurs, the increase values of condition and stamina may be determined by lottery.
[0266] Figure 24B is a diagram illustrating the friend outing event screen 257. When the support character selection operation unit 256b is tapped on the outing screen 255, a friend outing event occurs. When a friend outing event occurs, the friend outing event screen 257 is displayed as shown in Figure 24B. The friend character is displayed on the friend outing event screen 257.
[0267] Figure 25 illustrates the execution patterns of the friend outing event. Here, the execution pattern of the friend outing event is determined by the number of times the friend outing event has occurred, that is, the number of times you have gone out with a friend character. In addition, each execution pattern of the friend outing event has a defined utility (benefit), as shown in the figure. The parameters that are affected by the utility of this friend outing event are stamina and condition, just like in the solo outing event.
[0268] However, the utility derived from going out with friends is greater than the utility derived from going out alone. Note that the utility derived from going out with friends and going out alone is merely an example. For example, the parameters that affect the utility of each event may be different. Alternatively, the utility of both events may be the same. Furthermore, the utility derived from going out with friends may be set to be less than the utility derived from going out alone.
[0269] As shown in Figure 24B, the friend outing event screen 257 displays the friend character associated with the support card. The friend outing event screen 257 also displays the benefits brought about by the occurrence of the friend outing event (in this case, "+30 up" and "up").
[0270] There are multiple support cards for each friend character type. On the friend outing event screen 257, different friend characters will be displayed depending on the type of support card. Also, the execution pattern of the friend outing event that occurs will differ depending on the type of support card. However, the effects brought about by the friend outing event may be the same for all support cards or may differ.
[0271] Furthermore, players can include multiple support cards of the friend character type in their deck. In this case, the outing screen 255 is provided with a support character selection operation section 256b for each support card of the friend character type.
[0272] Furthermore, when a Group Support Card is included in a deck, the player can choose who to go out with from the support characters associated with the Group Support Card. Below, the support characters associated with a Group Support Card will be referred to as "affiliated characters." Each Group Support Card has five affiliated characters associated with it. These five affiliated characters will be referred to as the 1st affiliated character, 2nd affiliated character, 3rd affiliated character, 4th affiliated character, and 5th affiliated character, respectively.
[0273] Figure 26A is the second diagram illustrating the Outing screen 255. Figure 26B is the third diagram illustrating the Outing screen 255. Figure 26C is the fourth diagram illustrating the Outing screen 255. Figure 26A shows the Outing screen 255 when no Friend character type support cards are included in the deck, but group support cards are included in the deck.
[0274] When a group support card is added to the deck, the outing screen 255 displays the character selection operation section 256a and the group support card selection operation section 256c, as shown in Figure 26A. When the group support card selection operation section 256c is tapped, the outing screen 255 displays the first affiliated character selection operation section 258a, the second affiliated character selection operation section 258b, the third affiliated character selection operation section 258c, the fourth affiliated character selection operation section 258d, the fifth affiliated character selection operation section 258e, and the all affiliated character selection operation section 259, as shown in Figure 26B.
[0275] The first character selection operation unit 258a, the second character selection operation unit 258b, the third character selection operation unit 258c, the fourth character selection operation unit 258d, and the fifth character selection operation unit 258e correspond to the first, second, third, fourth, and fifth affiliated characters, respectively. On the other hand, the all-affiliated character selection operation unit 259 corresponds to all affiliated characters.
[0276] The player can select a character-specific event to trigger by tapping the first character selection control unit 258a through the fifth character selection control unit 258e. In character-specific events, the affiliated characters go out with the character being trained. However, each affiliated character can only be selected once during a single training game. For example, if the second and fourth affiliated characters have already gone out, the second character selection control unit 258b and the fourth character selection control unit 258d will be grayed out, as shown in Figure 26B. Grayed-out controls will not accept player input.
[0277] However, the number of times each affiliated character can be selected is not limited to once; it may be two or more times. Furthermore, the number of times each affiliated character can be selected may differ.
[0278] Furthermore, in this embodiment, specific conditions are provided for selecting the All-Affiliated Character Selection Unit 259. Here, the specific condition is that all character-specific events have occurred, that is, that all affiliated characters have gone out together. When the specific condition is not met, as shown in Figure 26B, "?" is displayed on the All-Affiliated Character Selection Unit 259. In this state, the All-Affiliated Character Selection Unit 259 does not accept player input.
[0279] When certain conditions are met, all affiliated characters are displayed on the All Affiliated Character Selection Operation Unit 259, as shown in Figure 26C. In this state, input to the All Affiliated Character Selection Operation Unit 259 becomes active. The player can repeatedly select the All Affiliated Character Selection Operation Unit 259. In other words, the player must first go out with each of the first through fifth affiliated characters once. After going out with all affiliated characters once, the player can then go out with all affiliated characters any number of times thereafter.
[0280] The All-Affiliated Character Selection Operation Unit 259 indicates the number of times it has been selected, i.e., the number of times you have gone out with all affiliated characters, by a rightward-pointing arrow. Furthermore, if each affiliated character can be selected more than once, as described above, it would be preferable for the First Affiliated Character Selection Operation Units 258a to the Fifth Affiliated Character Selection Operation Units 258e to also indicate the number of times you have gone out with each affiliated character, similar to the All-Affiliated Character Selection Operation Unit 259.
[0281] Figure 27A is the first diagram illustrating the character-specific event screen 260. Figure 27B is the second diagram illustrating the character-specific event screen 260. For example, suppose the third character selection operation unit 258c is tapped and the third character is selected. In this case, as shown in Figure 27A, the character-specific event screen 260 displays the third character selected by the player. Also, as shown in Figure 27B, the character-specific event screen 260 displays the effect brought about by the occurrence of the character-specific event (here, "+30 up", "up").
[0282] Since there are multiple character affiliations, there are as many character-specific event screens (260) as there are affiliations. In other words, the execution pattern of character-specific events will differ depending on the affiliation character selected by the player.
[0283] Figure 27C is the first diagram illustrating the All-Affiliated Characters Event Screen 261. Figure 27D is the second diagram illustrating the All-Affiliated Characters Event Screen 261. Assume that the All-Affiliated Characters Selection Operation Unit 259 is tapped and all affiliated characters are selected. In this case, an All-Affiliated Characters event occurs. When an All-Affiliated Characters event occurs, the All-Affiliated Characters Event Screen 261 is displayed as shown in Figure 27C. The All-Affiliated Characters Event Screen 261 displays all affiliated characters linked to the group support card.
[0284] Furthermore, on the All-Affiliated Characters Event screen 261, as shown in Figure 27D, the benefits brought about by the occurrence of the All-Affiliated Characters Event are displayed (here, "+50 up", "up", "Get Skill Hint"). Here, the benefit of the All-Affiliated Characters Event is that the character being trained gains a skill hint, but the character may also possess or acquire a skill.
[0285] In this document, all affiliated characters are displayed on the All Affiliated Characters Event Screen 261. However, the content of the All Affiliated Characters Event Screen 261 is not particularly limited. For example, only some affiliated characters may be displayed on the All Affiliated Characters Event Screen 261, or two or more affiliated characters may be displayed.
[0286] Figure 28 illustrates the execution patterns for character-specific events and all-character events. As shown in Figure 28, in character-specific events, the character selected by the player is displayed on the character-specific event screen 260. In all-character events, all characters are displayed on the all-character event screen 261.
[0287] Furthermore, each execution pattern for character-specific events and all-character events has defined benefits (perks), as shown in the diagram. Here, different benefits are brought about depending on the execution pattern, but a common benefit may be brought about by all execution patterns. Also, when an all-character event occurs, a predetermined skill becomes available. Here, the predetermined skill is granted when the all-character event occurs for the first time. Thus, the benefits brought about by all-character events are greater than the benefits brought about by character-specific events. However, the benefits brought about by all-character events may be the same as or less than the benefits brought about by character-specific events.
[0288] Figure 29A is the first diagram illustrating the individual race selection screen 265. When the individual race control unit 219 on the game screen 210 is operated, the individual race selection screen 265 shown in Figure 29A is displayed. Individual races are a game where the character being trained competes against NPCs.
[0289] At the top of the individual race selection screen 265, the stamina display section 211 and the condition display section 212 are displayed. In the center of the individual race selection screen 265, the individual race selection operation section 266 is displayed for selecting the race type in which the character being trained will participate. If multiple individual race selection operation sections (subcommands) 261 are displayed on the individual race selection screen 265, each of the multiple individual race selection operation sections 266 will be set to a different individual race. At the bottom of the individual race selection screen 265, the start operation section 267 labeled "Start" is displayed. Note that the races that can be selected by the individual race selection operation section 266 on the individual race selection screen 265 are pre-set for each turn.
[0290] Furthermore, each race has pre-set entry conditions, and players can only enter their training 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 266, as shown in Figure 29A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the personal race selection screen 265.
[0291] Figure 29B 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 266, and the start operation unit 267 is operated, the individual race start screen 270 shown in Figure 29B 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 a change operation unit 272 labeled "Change". When the change operation unit 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating on the strategy change screen.
[0292] 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.
[0293] 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).
[0294] Figure 29C is the first diagram illustrating the individual race results screen 280. Figure 29D is the second diagram illustrating the individual race results screen 280. When the playback of the race video ends, and when the results operation unit 273 is operated, the individual race results screen 280 is displayed on the display 26. As shown in Figure 29C, the individual race results screen 280 displays the finishing order of the training target character in that individual race. Also, as shown in Figure 29D, the individual race results screen 280 displays the current training target character's class.
[0295] In this embodiment, the characters being trained are classified into classes according to the number of fans they acquire. Each class has a set range of fan counts, and here, the characters being trained are classified into one of eight classes based on the number of fans they have acquired. 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, which is the sum of newly acquired fans and 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, which are the sum of newly acquired victory points and previously acquired victory points, and the cumulative special currency, which is the sum of newly acquired special currency and previously acquired special currency.
[0296] Figure 30 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 30 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.
[0297] As shown in Figure 30, 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.
[0298] 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.
[0299] 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.
[0300] Parameter modification items are items that change the parameters of the character being trained. For example, parameter modification items increase the value of the target parameter of the character being trained by a predetermined amount, such as speed, stamina, power, tenacity, intelligence, stamina, stamina limit, condition, skill points, or number of fans.
[0301] Status-granting items are items that grant status to the character being trained. For example, status-granting items can grant the character being trained either advantageous or disadvantageous statuses. Advantageous statuses include, for example, statuses that increase the rate at which various parameters of the character being trained 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 character being trained, or statuses that hinder the increase of various parameters.
[0302] 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.
[0303] Skill hint items are items that, by triggering skill events, allow the character being trained to possess or acquire skills. For example, skill hint items can allow the character being trained to possess or acquire various skills, as shown in Figure 6C.
[0304] 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.
[0305] 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 (described below) of the ability parameters of the character being trained by training 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 (speed, power, tenacity, stamina, intelligence) by 〇% for 〇 turns.
[0306] Stamina-consuming items are items that increase the amount of stamina consumed during training, thereby enhancing the training effect. Specifically, stamina-consuming items increase the fixed increase values (described later) of the ability parameters of the character being trained by a predetermined amount. Stamina-consuming items can be used in conjunction with training effect modification items to further enhance the training effect.
[0307] Failure rate modification items are items that change the failure rate of a target training item. For example, a failure rate modification item will reduce the failure rate of a target training item (speed, power, grit, stamina, intelligence) by a predetermined value.
[0308] Event parameter modification items are items that change the parameter values of the character being trained when an event occurs after a race. For example, event parameter modification items increase the target parameter value of the character being trained by a predetermined amount, from among speed, stamina, power, tenacity, intelligence, stamina, stamina limit, condition, skill points, and number of fans.
[0309] The item exchange list 301 shown in Figure 30 displays examples of training effect modification items, event parameter modification items, and parameter modification items. When the item exchange operation section 303 of each item exchange tab 302 is tapped, the required amount of special currency listed on the item exchange tab 302 is subtracted from the total amount of special currency acquired by the player. At the same time, the item listed on the item exchange tab 302 is given to the player.
[0310] Please note that the items available for exchange in the Item Exchange tab 302 include items whose exchange count (i.e., purchase count) is limited to a certain number of times. If the maximum number of finite items that can be obtained is reached, players will no longer be able to exchange for finite items, even if they possess special currency.
[0311] 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.
[0312] In this embodiment, the player can use various items exchanged for special currency by operating the item operation unit 221. When each item is used, for example, an icon representing the effect currently being exerted by using the item may be displayed on the training screen 240 shown in Figure 21A. 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 30, 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.
[0313] Figure 31 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.
[0314] During the main training game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, character-specific events (as described above) and support events. Each scenario has predetermined scenario events, character-specific events, and support events that may occur during the main training game.
[0315] 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.
[0316] 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.
[0317] 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.
[0318] 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.
[0319] As mentioned above, character ownership events are pre-set events for each character. In the training-focused game, character ownership events will appear for the characters that the player registered as training targets during the setting game, i.e., the preparation stage.
[0320] 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.
[0321] 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.
[0322] 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.
[0323] Thus, the appearance or absence of scenario events is determined based on the scenario. Similarly, the appearance or absence of character possession events and support events is determined based on the character being trained and the support card, respectively. These event types are categorized by the information referenced when determining whether or not an event appears.
[0324] 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.
[0325] 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 ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameter of the character being trained. The story event is an event that displays the story related to the characters that appear in the training game. Note that some story events change ability parameters or aptitude parameters in addition to displaying the story. The outing events mentioned above (solo outing event, friend outing event, character-specific event, all-character event) are equivalent to story events.
[0326] In this embodiment, the turn start processing includes, in addition to the processing to determine scenario events and character possession events, the following processes shown in Figure 31: "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," "processing to determine whether or not the second event will occur," "processing to determine whether or not rival characters will be placed," and "processing to notify the placement of rival characters." Although various other processes are executed in the turn start processing, only the processes shown in Figure 31 will be explained in order here.
[0327] <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 each turn, a random number is generated, and based on this random number and the first event table, the occurrence and content of the first event are determined.
[0328] <Process to determine whether or not to place support 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 a support character in the training items ("place in one of the training items" or "do not place"). In this embodiment, the placement / non-placement status is determined for all support cards (support characters) registered by the player during the preparation stage processing, based on the placement / non-placement table shown in Figure 32.
[0329] Specifically, as shown in Figure 32, in this embodiment, there is a 16% probability that a support character will be "placed" in one of the training items: speed, stamina, power, tenacity, or intelligence, and a 20% probability that it will not be "placed" in any of the training items. Furthermore, as described above, for support cards with a designated specialty training, adjustments are made so that the specialty training is selected with a higher probability than other training items.
[0330] 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.
[0331] <Process to determine the increase value of ability parameters> Figure 33A is a diagram illustrating the training level table. As shown in Figure 33A, 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."
[0332] 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.
[0333] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the "Speed" and "Power" ability parameters increase.
[0334] Additionally, if "Stamina" training is performed and successful, the values of the "Stamina" and "Spirit" ability parameters will increase.
[0335] Additionally, if "Power" training is performed and successful, the values of the "Stamina" and "Power" ability parameters will increase.
[0336] Additionally, if "Spirit" training is performed and successful, the values of the "Speed," "Power," and "Spirit" ability parameters will increase.
[0337] Additionally, if "Wisdom" training is performed and successful, the values of the "Speed" and "Wisdom" ability parameters will increase.
[0338] 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.
[0339] Figure 33B illustrates the table for increasing fixed values (speed). Figure 33C illustrates the table for increasing fixed values (power). Specifically, Figure 33B shows the increasing fixed values when the training item is "Speed". Figure 33C shows the increasing fixed values when the training item is "Power".
[0340] As shown in Figures 33B and 33C, 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 33B and 33C, the ability parameters are set to increase more significantly as the training level increases.
[0341] Although not described here, tables showing the fixed increase values for each of the training items selected are also provided.
[0342] In addition to the fixed increase values mentioned above, the bonus rate is determined based on the support cards (support characters) assigned to each training item. The bonus rate is set when the friendship training described above occurs.
[0343] Figure 33D is a diagram illustrating the bonus addition rate. In this embodiment, for each support card (support character) whose placement is determined for each training session, it is determined whether or not the conditions for triggering friendship training are met. Then, for support cards for which it is determined that the conditions for triggering friendship training are met, the bonus addition rate is determined.
[0344] Specifically, for group support cards, the bonus rate is set to 10% upon the occurrence of friendship training. For support cards other than group support cards, the bonus rate is set to 20%. The bonus rate may also change based on the type of support card and the value of the bond gauge. For example, it would be desirable for the bonus rate to increase as the value of the bond gauge increases.
[0345] 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 ability parameter of the character being trained when the training is successful is determined for all types of training.
[0346] <Process to determine whether or not the second event occurs> Figure 34 illustrates 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."
[0347] For example, as shown in Figure 34, the second event associated with a given support card includes four types of events: Event A, Event B, Event C, and Event D. For example, the second event table may have a 5% probability of "occurring" each event (Events A-D) and an 80% probability of "not causing" the second event. Note that the selection ratio for the second event may be set individually for each support card, i.e., each support character.
[0348] 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 determination of whether or not a second event will occur, an event notification display 247 is displayed on the training screen 240.
[0349] If a player selects a training session in which a support character whose second event is predetermined is placed, the second event will occur after the training is completed. For example, if the appearance of the second hint event for a support character placed in a speed training session is predetermined, then when the speed training is performed, the second hint event will always appear after the training is completed.
[0350] However, if training other than speed is performed, this second hint event will not appear after the training is completed. Also, if the occurrence of the second event has been determined for two or more support characters placed in the same training, which second event occurs will be determined by lottery or by the pre-set priority of support events. In other words, multiple second events cannot occur in a single turn.
[0351] For example, it is determined with equal probability which of several secondary events will occur. However, this is not the only way; weights may be assigned according to the type of secondary event, and it may be determined which of several secondary events will occur according to the assigned weights. Furthermore, if it is determined that a secondary event will occur for two or more characters, all of the determined secondary events may be triggered.
[0352] 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.
[0353] 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.
[0354] 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".
[0355] 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".
[0356] As described above, each support card is provided with at least a first and second event as support events. However, depending on the type of support card, some may have additional events in addition to the first and second events. In this embodiment, the following events are associated with the group support card.
[0357] Figure 35 illustrates events associated with group support cards. Events associated with group support cards are classified into first events, initial events, consecutive events, outing events, and second events. Note that the conditions and effects of each event shown in Figure 35 are merely examples.
[0358] The first event of a Group Support Card occurs, like other Support Cards, when it is won in a draw at the start of a turn. When this first event occurs, various parameters such as ability parameters increase. Although a detailed explanation is omitted here, the first events of Group Support Cards are broadly divided into repeatable events and one-time events. Repeatable events are events that can occur multiple times in a single training game. One-time events are events that can occur only once in a single training game.
[0359] The initial event of a Group Support Card is an event that enables the subsequent events described later. The initial event has two trigger conditions: a first trigger condition and a second trigger condition. The first trigger condition is that the initial event has not occurred and a training session in which a Group Support Card is placed is performed. The second trigger condition is that the initial event has not occurred and the player is selected in the initial event lottery.
[0360] In short, the initial event occurs when a joint training session with a group support card is performed, or when the player wins the initial event lottery, if the initial event has not occurred during the main training game. Therefore, the initial event can only occur once per training game. According to the first trigger condition, the initial event will always occur when a joint training session is performed for the first time. The initial event lottery is performed every turn if the initial event has not occurred. The initial event lottery is also performed if no group support cards are included in the deck.
[0361] The initial event draw may only be performed if a Group Support card is included in the deck. Furthermore, even if a Group Support card is not included in the deck, it may be placed in one of the training sessions if it is won in a predetermined draw.
[0362] The Group Support Card's Consecutive Event is an event that allows you to set an "Outing Available" state, where you can go out with the characters associated with the Group Support Card. The conditions for the Consecutive Event to occur are that the initial event has already occurred and you have won the Consecutive Event lottery. Note that the probability of winning the Consecutive Event lottery varies depending on the value of the Group Support Card's Bond Gauge. For example, the probability of winning the Consecutive Event lottery is 5% if the Bond Gauge value is less than 40, 10% if the Bond Gauge value is 40 or more but less than 80, and 15% if the Bond Gauge value is 80 or more.
[0363] While I won't go into detail here, the continuous events are story events in which the player is prompted to choose from several options during the story. When a specific option is selected, the character will be set to an "outing" state until the main training game is completed.
[0364] However, the content of consecutive events is not limited to the above. For example, the "available to go out" state may always be set when a consecutive event occurs. Also, consecutive events may occur repeatedly or only once. If a consecutive event can only occur once, and the player does not select a predetermined option when the consecutive event occurs, the "available to go out" state will not be set thereafter.
[0365] The outing events for the Group Support Card consist of the character-specific events and the all-character events mentioned above. The conditions for triggering character-specific events are that, while the outing is enabled, one of the first character selection operation section 258a to the fifth character selection operation section 258e on the outing screen 255 is selected. In other words, character-specific events occur when any character is selected after the outing is enabled. The occurrence of character-specific events increases the stamina and condition of the character being trained.
[0366] Furthermore, the All-Affiliated Characters event requires that all affiliated characters have been selected, meaning that all affiliated characters have been taken on outings. When the All-Affiliated Characters event occurs, the stamina and condition of the character being trained will increase. Also, the first time the All-Affiliated Characters event occurs, the character being trained will acquire their skills.
[0367] As described above, in order to trigger the outing event for the group support card, the initial event and subsequent events must occur in sequence. Once the subsequent events occur, the outing-ready state is set, and from then on, it becomes possible to go out with the affiliated characters.
[0368] Here, it is assumed that in order to trigger an outing event, an initial event and a series of events must occur, and then the character must be in a state where an outing is possible. However, for example, if a group support card is included in the deck, the outing event associated with the group support card may be made possible from the start of the main training game, or after a predetermined number of turns.
[0369] The conditions for triggering the second event of a Group Support Card differ from those for other Support Cards. Specifically, the conditions for triggering the second event are that the consecutive event has already occurred, that the training session in which the Group Support Card is placed has been completed, and that the event has been won in the trigger lottery. Alternatively, instead of, or in addition to, the condition that the consecutive event has already occurred may be that the character is in a state where they can go out. When the second event occurs, various parameters such as ability parameters will increase. Also, like the first event, the second event can be broadly divided into repeatable events and one-time events.
[0370] As described above, the support events for Group Support Cards have different initial events, consecutive events, and outing events compared to other support cards. Furthermore, the outing events include character-specific events for each character belonging to the group, and the player can choose which character-specific event to display. This allows the player to display their preferred character in the character-specific events. In particular, multiple characters are linked to Group Support Cards. Therefore, even though the number of support cards that can be included in a deck is limited, more characters can be displayed. This diversifies the gameplay and increases the desire to play the game.
[0371] Furthermore, going out with all the characters belonging to your faction will unlock all character-specific events. This provides an incentive to trigger all character-specific events, further enhancing the enjoyment of the game.
[0372] Furthermore, in this embodiment, a bonus zone (bonus section) may be established based on the group support card. During the bonus zone, players can progress through the training game to their advantage. The bonus zone is described below.
[0373] Figure 36 is a diagram illustrating the bonus zone. When the system is set to "available to go out," a bonus zone activation lottery is held when a training session with a group support card is performed. If the lottery is won, the bonus zone begins. However, no bonus zone activation lottery is held while the bonus zone is active. Therefore, not being in the bonus zone can also be considered a condition for the bonus zone to activate.
[0374] Here, after a character is set to be available to go out, if a joint training session with a group support card is performed, there is a 1 / 10 chance that a bonus zone will start. The bonus zone starts on the turn following the turn in which the joint training session linked to the group support card was performed. When the bonus zone starts, the effect is that any bad conditions of the character being trained are resolved. While a detailed explanation is omitted, a bad condition is a state set for the character being trained that makes it difficult to progress in the main training game.
[0375] The bonus zone is generally set on the premise that a group support card is included in the deck. However, as mentioned above, even if a group support card is not included in the deck, if you win the initial event lottery, the initial event will occur, and after that, it will be possible to trigger consecutive events and set the status to "outing available". Thus, if the status to "outing available" is reached and a group support card that is not included in the deck is placed, there is a possibility that the bonus zone will occur. Also, here we assume that the probability of winning the bonus zone occurrence lottery is 10%, but the probability of winning can be set as appropriate.
[0376] During the bonus zone, the target character will not enter a bad condition, and the effects of ability parameter increases resulting from the occurrence of the second event will be further enhanced. Additionally, if training with a group support card is performed during the bonus zone, friendship training based on the group support card will occur, further enhancing the effects of ability parameter increases. Furthermore, a special bonus animation that only appears during the bonus zone will be performed. In other words, the appearance of the bonus animation signals the occurrence of friendship training and the enhancement of training effects.
[0377] The bonus zone has termination conditions, and when these conditions are met, the bonus zone is deactivated. In this case, the termination conditions are winning the deactivation lottery and the passage of 5 turns after the bonus zone is activated. The deactivation lottery is held 2 to 4 turns after the bonus zone is activated. Therefore, the bonus zone can last for a maximum of 5 turns and end in a minimum of 1 turn.
[0378] Note that while the probability of winning the unlock lottery is 50% here, the probability can be set as appropriate. Also, the unlock lottery is not mandatory. For example, the only condition for ending the bonus zone could be the number of turns remaining until the bonus zone ends.
[0379] Figure 37A is a diagram illustrating the placement character icon 248 of the group support card. Figure 37B is a diagram illustrating the bonus animation. As described above, multiple affiliated characters are associated with the group support card, but there is only one type of placement character icon 248 that corresponds to the group support card. Here, the first affiliated character is displayed in the placement character icon 248 that corresponds to the group support card.
[0380] Then, when a group support card is placed in a training session during the bonus zone, selecting and executing the training session in which the group support card is placed will enable friendship training based on the group support card. At this time, friendship training can be performed in any training item. When friendship training is possible, the placed character icon 248 is highlighted with an effect, as shown in Figure 37A. Figure 37A shows the case where a group support card is placed in a speed training session. At this time, the increase in ability parameters if the speed training is successful is displayed near the status display unit 213. Here, the increase value that includes the bonus added due to the occurrence of friendship training is displayed.
[0381] Then, in the state shown in Figure 37A, if speed training is selected, friendship training based on the group support card will occur. If the training is successful, a bonus animation will be played. In the bonus animation, as shown in Figure 37B, the affiliated characters will be displayed and the success of the training will be announced.
[0382] In this embodiment, multiple execution patterns for the bonus animation are provided. In this embodiment, a bonus animation execution pattern is provided for each affiliated character. Since five affiliated characters are associated with one group support card, five bonus animation execution patterns are provided. In each execution pattern, one affiliated character is always displayed, and the voice of the displayed affiliated character is output.
[0383] When friendship training occurs based on a group support card, the execution pattern of the bonus event is determined by lottery. In other words, when friendship training (bonus event) occurs, one of the multiple characters associated with the group support card (a designated game medium) is determined to be the character displayed in the bonus event. As a result, the determined character will be displayed in the bonus event.
[0384] However, the execution pattern for the bonus animation may not be determined by lottery, but rather selected according to a predetermined order, for example. Also, while here we have set up a bonus animation execution pattern for each affiliated character, it is also possible to provide an execution pattern for only some of the affiliated characters. Alternatively, an execution pattern for the bonus animation that displays multiple affiliated characters may be provided.
[0385] As described above, the bonus animations will display one of several affiliated characters. This diversifies the gameplay and enhances the enjoyment of the game, even with the limitations on the number of support cards that can be included in the deck. Furthermore, when in a bonus zone, different animations can be performed as bonus animations compared to when not in a bonus zone, and bonuses such as larger parameter increases are granted. This further enhances the enjoyment of the game.
[0386] <Process to determine whether or not to include rival characters> At the start of each turn, it is determined whether or not rival characters are present. Rival characters are NPCs that appear in individual races and compete against the character being trained in those races. Rival characters consist of characters with the same character ID as the regular NPCs that appear in individual races when no rival characters are present (hereinafter referred to as regular NPCs).
[0387] However, rival characters are characters with higher parameters than regular NPCs. For example, a rival character has ability parameters that are a predetermined multiplier (e.g., 1.1 times) of the ability parameter values of a regular NPC with the same character ID. Therefore, in individual races where a rival character appears, the game basically involves the rival character and the character being trained competing for first place.
[0388] Figure 38 is a diagram illustrating the placement / non-placement table. As shown in Figure 38, 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 38.
[0389] 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 appropriate parameters related to the current character being trained'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 there is a race among the individual races (race types) appearing in the current turn in which the appropriate parameters related to the current character being trained's field suitability and distance suitability are above a predetermined value (hereinafter referred to as a suitable race).
[0390] As shown in Figure 38, 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 38, when the difficulty level (grade) of the suitable race is GI, there is a 60% chance that a rival character will be "placed" and a 40% chance that a rival character will not be "placed".
[0391] 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.
[0392] 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 excludes the character being trained.
[0393] 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.
[0394] 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.
[0395] When the character being trained participates in a suitable race, the player receives a base reward. Furthermore, if the character being trained wins against a rival character in a suitable race, the player receives an additional reward in addition to the base reward. However, the additional reward may be given regardless of the outcome against the rival character, simply for participating in the suitable race. The base reward is the reward that the player can obtain regardless of the outcome against the rival character. The additional reward is given to the character being trained separately from the base reward, 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 character's running style.
[0396] Furthermore, the additional reward may be the display of a predetermined event on display 26. In such predetermined event, for example, a rival character may be displayed. The additional reward may also include skill hints and parameters linked to the character being trained. Such skill hints may be determined based on parameters such as the character being trained's field suitability, distance suitability, and running style suitability.
[0397] <Process to notify the placement of rival characters> Figure 39A is a diagram illustrating the notification of the placement of rival characters on the game screen 320. Figure 39B is a diagram illustrating the notification of the placement of rival characters on the individual race selection screen 330.
[0398] 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 39A.
[0399] When the personal race control unit 219, which displays the rival character notification 321, is tapped, the personal race selection screen 330 shown in Figure 39B is displayed on the display 26. Among the race types on the personal race selection control unit 266 of the personal race selection screen 330, the rival character notification 321, which reads "Rival Character Participating," is superimposed on the race type for which the placement of rival characters has been determined (suitable race).
[0400] In this embodiment, an example has been described in which the rival character notification display 321 shown in Figures 39A and 39B is displayed on the display 26 when the placement of the rival character is determined. However, the embodiment 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.
[0401] 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 character being trained 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 predetermined number of races of a predetermined difficulty level (e.g., GI), or defeating rival characters a predetermined number of times.
[0402] Bonus events include low-bonus events and high-bonus events, and the type of bonus event that occurs changes depending on the achievement of predetermined conditions. Low-bonus events are, for example, events that level up the unique skills set for the character being trained. High-bonus events are, for example, events that level up the unique skills set for the character being trained, as well as events that increase the character's parameters by predetermined values, and events that increase skill points by predetermined values.
[0403] In this embodiment, a low bonus event occurs if only the basic conditions among the predetermined conditions are met, and a high bonus event occurs if the basic conditions plus additional conditions among the predetermined conditions are met. The content of the high bonus event changes based on the type of turn interval.
[0404] 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 character being trained, randomly increase one of the character's parameters by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +20).
[0405] Furthermore, if the turn interval is of the medium turn interval type, the high bonus events that occur will level up the unique skills set for the character being trained, increase all parameters of the character being trained by a predetermined value (e.g., +5), and increase skill points by a predetermined value (e.g., +30).
[0406] Furthermore, if the turn interval is a late turn interval, the high bonus event that occurs will level up the unique skills set for the character being trained, increase all parameters of the character being trained by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +30).
[0407] 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 character being trained fulfills special conditions. Special conditions include, for example, the character being trained winning a specific race in first place among individual races. 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 first place among high-difficulty GI races. Bonus events include, for example, events that increase the parameters of the character being trained by a predetermined value.
[0408] 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.
[0409] When the training game ends, the character that was trained in the training game is remembered as the trained character. More precisely, information about the trained character (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.
[0410] 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.
[0411] 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.
[0412] Figure 40A is the first diagram illustrating the training completion screen 340. Figure 40B is the second diagram illustrating the training completion screen 340. Figure 40C is the third diagram illustrating the training completion screen 340. When the training game ends, the training completion screen 340 is displayed on the display 26, as shown in Figure 40A. The training completion screen 340 first displays the training rank of the trained character, and then displays the evaluation score, as shown in Figure 40B.
[0413] Furthermore, after a predetermined time has elapsed since the evaluation score was displayed, the training completion screen 340 displays the training character's ability parameters, aptitude parameters, and acquired skills, as shown in Figure 40C. At this time, the training completion screen 340 is provided with a close operation button 331. When the close operation button 331 is tapped, the training completion screen 340 is hidden, and the home screen 100 is displayed on the display 26.
[0414] When the training game ends, a lottery is held to determine which factors the training character will acquire, and this factor information is linked to and stored with the training character. Although not shown in the diagram, on the training completion screen 340, the player can display the factor information acquired by the training character.
[0415] In this embodiment, as described above, limited-time events are held irregularly. When a player plays the above-mentioned training game during a limited-time event, event points are awarded to the player. Specifically, when the training game is completed, event points are calculated according to pre-set calculation conditions. Even if the training game is terminated midway, i.e., if the player retires, event points may be calculated based on the ability parameters at that time. During the limited-time event, the event points earned by the player are accumulated.
[0416] Furthermore, in limited-time events, rewards such as items and in-game currency are linked to the value of event points. Rewards are awarded to players each time the cumulative value of event points earned by the player reaches a predetermined value.
[0417] Event points are broadly divided into base points and bonus points. Base points are calculated according to calculation conditions mainly based on the results of the training game, such as evaluation points, acquired skills, titles, and the number of race wins. Bonus points are points calculated by multiplying base points by a predetermined multiplier. Here, bonus points are calculated based on the characters the player possesses, more precisely, the character cards linked to the characters (character IDs), the support cards the player possesses, and the rental support cards included in the deck. The calculation of bonus points is described in detail below.
[0418] Figure 41 is a diagram illustrating special effect information. In limited-time events, special effect characters are set for the training game. There are multiple types of limited-time events, and one of them is held irregularly. Special effect characters are set for each type of limited-time event. As mentioned above, players possess characters that can be set as training targets. More specifically, players can possess multiple character cards linked to characters (character IDs) that will be training targets. Players can possess character cards won through a lottery conducted by consuming in-game currency. Character cards may also be distributed to players by the operator, either free of charge or for a fee.
[0419] Character cards, like support cards, are associated with a character ID. During the preparation phase of the training game, the player selects a character card. At this time, the character whose character ID is associated with the character card selected by the player becomes the character to be trained.
[0420] During limited-time events, special effect information data is stored on player terminal 1 and server 1000. In this data, special effect information indicating the special effect character is linked to the character ID. In other words, player terminal 1 and server 1000 can identify the special effect character in the training game by referring to the special effect information data.
[0421] In this embodiment, five characters, A, B, C, D, and E, are set as special effect characters. Therefore, in the special effect information data, special effect information is associated with the character ID corresponding to each of the characters A, B, C, D, and E, while no special effect information is associated with the other character IDs.
[0422] Here, for the sake of easy understanding, the same alphabet as the type of characters such as Character A and Character B is shown as the character ID. However, the character ID is actually composed of numerical values with a predetermined number of digits.
[0423] Figure 42 is a diagram for explaining character cards. Different character card IDs are associated with the character cards provided by the operator. And each character card is necessarily associated with one character ID. The character corresponding to the character ID associated with any of the character cards can be the character to be trained in the training game. Here, as an example, 20 types of character IDs are provided, and it is assumed that 20 types of characters can be the characters to be trained.
[0424] On the other hand, more character cards are provided than the number of character IDs. That is, the character cards include a plurality of character cards associated with the same character ID. For example, as shown in Figure 42, the character cards associated with the character card IDs of 0001 and 0021 are both associated with the character ID = A. Similarly, the character cards associated with the character card IDs of 0003, 0023, and 0024 are all associated with the character ID = C.
[0425] In the training game, when the player selects the character cards associated with the character card IDs of 0001 and 0021, the characters to be trained are both Character A. However, the initial values such as ability parameters and the possessed skills are associated with the character cards. Therefore, even if the same character is set as the character to be trained, if the character cards selected by the player are different, ultimately trained characters with different abilities will be generated.
[0426] Furthermore, player terminal 1 and server 1000 are equipped with character card ownership data. In the character card ownership data, ownership information is linked to each character card ID. The ownership information identifies whether or not the player possesses the character card in question. For example, in the example shown in Figure 42, the player possesses character cards associated with character card IDs 0001, 0003, 0006, 0007, and 0021.
[0427] Although not shown in the diagram here, character card level data is stored in both player terminal 1 and server 1000. This data links the current level to each character card ID. As mentioned above, players can increase their character card level by consuming designated items or in-game currency. Character card levels range from 1 to 5. As a character card level increases, the initial values of ability parameters increase, and the number of skills possessed increases.
[0428] Figure 43 is a diagram illustrating support cards. Each support card provided by the operator is associated with a different support card ID. As mentioned above, each support card is associated with one or more character IDs. There are more support cards than there are character IDs. In other words, a support card can contain multiple support cards associated with the same character ID.
[0429] For example, as shown in Figure 43, the support cards associated with support card IDs 0001, 0051, and 0101 are all associated with character ID=A. Here, there are three support cards associated with character ID=A, each with rarity=R, SR, and SSR. Additionally, the support card associated with support card ID 0201 is associated with character IDs C, D, and E. In other words, the support card with support card ID=0201 is the group support card described above.
[0430] Furthermore, player terminal 1 and server 1000 have support card ownership data. In the support card ownership data, ownership information is linked to each support card ID. The ownership information identifies whether or not the player possesses the support card in question. In Figure 43, as an example, a circle (○) is marked in the ownership information for support cards that the player possesses.
[0431] Although not shown in the diagram here, player terminal 1 and server 1000 are equipped with support card limit release data and support card level data. The support card limit release data associates the current limit release number with each support card ID. The support card level data associates the current level with each support card ID.
[0432] As mentioned above, support cards of rarity R, SR, and SSR have level caps of 20, 25, and 30, respectively. Players can increase the level of support cards within the cap by consuming items. Players can also unlock the level cap of each support card by consuming items. The level cap of a support card increases by "5" each time the level cap is unlocked. However, the number of times the level cap can be unlocked is limited to four times per support card. Therefore, after four level cap unlocks, the level caps of R, SR, and SSR support cards become 40, 45, and 50, respectively.
[0433] Figure 44 illustrates the effect values set on character cards. In limited-time events, special effect characters are set as described above. Character cards associated with these special effect characters, or in other words, character card IDs associated with character IDs that have special effect information set, have effect values that change the event points. These effect values are multiplied by the base points when calculating bonus points.
[0434] The effect value is set for each character card's level. For example, the character card with character card ID 0001 has an effect value of 10% at all levels. The character card with character card ID 0002 has an effect value of 3% at level 3 or below, and an effect value of 5% at level 4 or above. In this way, there are character cards with a common effect value regardless of level, and character cards with different effect values depending on the level.
[0435] Furthermore, as shown in Figure 44, different effect values are set for multiple character card IDs associated with the same character ID. However, the effect values shown in Figure 44 are merely examples. Therefore, for example, a common effect value may be set for all support card IDs associated with a character ID to which special effect information has been set. Also, in this case, the effect value is greater when the level is higher than when it is lower. However, conversely, the effect value may be set to be greater when the level is lower than when it is higher.
[0436] Figure 45 illustrates the effect values set for support cards. Support cards associated with special effect characters, that is, support card IDs associated with character IDs that have special effect information set, have the same effect values as described above. Here, the effect values set for support card IDs are set for each limit break of each support card.
[0437] For example, for support card ID 0001, if the number of limit breaks is 2 or less, the effect value will be 5%, and if the number of limit breaks is 3 or more, the effect value will be 10%. Here, for all support cards, the effect value is set to be higher when the number of limit breaks is higher than when it is lower. However, an effect value of 1 may be set for 1 support card ID regardless of the number of limit breaks. Alternatively, the effect value may be set to be higher when the number of limit breaks is lower than when it is higher.
[0438] Furthermore, in this system, support cards with higher rarity have larger effect values than support cards with lower rarity. However, effect values may be set independently of rarity. Moreover, a common effect value may be set for all support card IDs. Additionally, effect values may be set according to level rather than the number of limit breaks.
[0439] Furthermore, in this case, special effect information is set for the character ID associated with the group support card. In other words, the character corresponding to the group support card is set as the special effect character. In this embodiment, all three characters corresponding to the group support card with support card ID=0201 are set as special effect characters. However, some of the multiple characters corresponding to the group support card may be set as special effect characters.
[0440] As described above, when the training game starts with character cards and support cards that have effect values assigned to them, bonus points are calculated based on the character cards and support cards you possess. Specifically, one effect value is assigned to each special effect character based on the character cards and support cards you possess. In this case, since there are five special effect characters, a maximum of five effect values can be assigned.
[0441] Figure 46 illustrates the method for determining the effect value. At the start of the main training game (at the end of the preparation phase), all character cards and support cards associated with the special effect characters A, B, C, D, and E are extracted from the cards you possess. In other words, character cards and support cards associated with character IDs that have special effect information attached are extracted.
[0442] Here, first, character cards associated with special effect characters are extracted from the character cards you possess. In the example shown in Figure 46, two character cards associated with character A and one character card associated with character C are extracted. Once the character cards are extracted, the effect value is determined for each character card based on its current level.
[0443] In the example shown in Figure 46, the effect values of the two character cards associated with character A are specified as 10% and 15%, respectively. Additionally, the effect value of the character card associated with character C is specified as 5%.
[0444] Next, support cards other than the group support cards you possess are extracted, specifically those linked to special effect characters. Then, based on the number of limit breaks, the effect value is determined for each extracted support card in the same way as above.
[0445] Next, the support cards associated with special effect characters are extracted from the group support cards you possess, and based on the number of limit breaks, the effect value is determined for each extracted group support card in the same way as above.
[0446] Furthermore, if a support card associated with a special effect character is included in the deck as a rental support card, that rental card will also be extracted and its effect value determined in the same manner as described above. Additionally, if a group support card is included in the deck as a rental support card and a special effect character is associated with that rental support card, the extraction and determination of its effect value will be performed in the same manner as described above.
[0447] In the example shown in Figure 46, support cards other than group support cards are included in the deck as rental support cards. Since only one rental card can be included in a deck, in the example shown in Figure 46, the group support card used as a rental support card is not extracted.
[0448] As described above, character cards and support cards associated with special effect characters are extracted, and once the effect value is determined for each card, one target card is then determined for each special effect character. In this case, if multiple cards are extracted for one special effect character, the card with the highest effect value among the extracted cards is determined to be the target card.
[0449] For example, in the example shown in Figure 46, among the cards associated with character A, the character card with an effect value of 15% is determined to be the target card. In other words, the effect value for character A is determined to be 15%. Also, among the cards associated with character B, the support card with an effect value of 25% is determined to be the target card. In other words, the effect value for character B is determined to be 25%.
[0450] Furthermore, for characters C and E, the same group support card is determined to be the applicable card. In this case, the effect value for both characters C and E is determined to be 15%.
[0451] Additionally, among the cards associated with Character D, the rental support card with an effect value of 25% will be determined as the applicable card. In other words, for Character D, the effect value will be set to 25%.
[0452] Thus, in this embodiment, one target card is determined for each special effect character. Then, the effect values set for all target cards are added together to determine the final applied effect value of 1. In the example shown in Figure 46, 95% of the sum of the five effect values enclosed by the thick lines becomes the applied effect value.
[0453] When event points are calculated at the end of a training game, base points are calculated first. Then, bonus points are calculated by multiplying the base points by the applicable effect value. For example, if the base points are calculated as 10,000pt, then 9,500pt (the base points multiplied by the applicable effect value) will be calculated as bonus points. As a result, the event points will be 19,500pt (base points plus bonus points).
[0454] Figure 47A is the first diagram illustrating the final confirmation screen 205B during a limited-time event. Figure 47B is the second diagram illustrating the final confirmation screen 205B during a limited-time event. During a limited-time event, once deck formation is complete in the training game, the final confirmation screen 205B shown in Figure 47A is displayed. The final confirmation screen 205B also displays the training target 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, the support cards assembled in the deck, the preset display section 205a, the start operation section 205b, and the cancel operation section 205c.
[0455] Then, the boost control unit 205d is displayed on the final confirmation screen 205B. When the boost control unit 205d is tapped, a confirmation screen (not shown) is displayed. On the confirmation screen, the player can switch the event boost function on or off. The event boost function doubles the event points awarded upon completion of a training game, in exchange for doubling the game points consumed in one training main game.
[0456] Furthermore, on the final confirmation screen 205B, an area 205e, which allows you to check the characters to be trained and the deck composition, is displayed in a scrollable format above the preset display area 205a. When you scroll through area 205e, the event bonus information image 207 is displayed, as shown in Figure 47B. The event bonus information image 207 displays the applicable cards and the utility values provided by those cards.
[0457] Additionally, the event bonus information image 207 will have a details button 207a. When the details button 207a is tapped, the bonus points details screen 208 will be displayed.
[0458] Figure 48 is a diagram illustrating the bonus points details screen 208. The bonus points details screen 208 includes a special effect character display area 208a. The special effect character display area 208a displays character icons corresponding to the special effect characters. The character icons displayed in the special effect character display area 208a allow the player to understand which characters are special effect characters in the limited-time event.
[0459] Additionally, the bonus points details screen 208 includes a character card display area 208b. The character card display area 208b displays character cards that the player owns and that are associated with special effect characters. In other words, the character card display area 208b displays all character cards that the player owns that have been selected as candidates for applicable cards.
[0460] Additionally, the bonus points details screen 208 includes a support card display area 208c. The support card display area 208c displays all support cards owned by the player and associated with special effect characters. In other words, the support card display area 208c displays all support cards owned by the player that have been selected as candidates for applicable cards.
[0461] The cards displayed in the character card display area 208b and the support card display area 208c, which are candidates for applicable cards, include both cards that are ultimately determined to be applicable cards and cards that are not. Cards that are ultimately determined to be applicable cards will have an identification mark marked "Bonus" and the utility value of that card displayed.
[0462] On the other hand, among the cards displayed in the character card display area 208b and the support card display area 208c, cards that were not determined to be applicable cards are displayed in a darker color than the applicable cards. In this way, the bonus point details screen 208 displays cards that have been extracted as candidates for applicable cards and the applicable cards in a distinguishable manner.
[0463] As described above, according to this embodiment, during a limited-time event, players can earn event points as rewards by playing the training game. Furthermore, simply possessing character cards or support cards corresponding to special effect characters increases the amount of event points earned.
[0464] Traditionally, to increase the amount of event points earned, it was necessary to include, for example, support cards corresponding to special effect characters in the deck. However, in this case, it becomes difficult for players to freely assemble their decks, resulting in a narrowing of choices and potentially reducing their motivation to play the game. According to this embodiment, simply possessing character cards or support cards corresponding to special effect characters increases the amount of event points earned, allowing players to freely select character cards and support cards, thus preventing a decrease in motivation to play the game.
[0465] Furthermore, as the game is operated, new character cards and support cards will be added sequentially. Therefore, it is expected that the number of each card a player possesses will gradually increase. As new cards with higher performance are added, the need to possess existing cards decreases. However, according to this embodiment, possessing cards corresponding to special effect characters increases the event points that can be obtained in irregularly held limited-time events, thus increasing the desire to possess more cards, and consequently, the desire to acquire cards.
[0466] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-mentioned breeding game will be described. In the following, among the breeding games, the processing related particularly to the group support card will be described in detail, and the description of other processing will be omitted.
[0467] (Functional Configuration of Player Terminal 1) FIG. 49 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0468] The terminal-side game control program includes an information setting processing program 700, a card drawing processing program 701, a breeding game execution program 702, and a breeding completion processing program 703. Note that the programs listed in FIG. 49 are examples, and there are also a number of other programs provided in the terminal-side game control program.
[0469] 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 also a number of other storage units provided in the data storage area 12b. Here, information directly related to the game such as the breeding game (hereinafter referred to as game information) is stored in the game information storage unit 751. The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a card drawing processing unit 701a, a cultivation game execution unit 702a, and a processing unit 703a at the time of cultivation completion.
[0472] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the card drawing processing program 701, the cultivation game execution program 702, and the processing program 703 at the time of cultivation completion, causing them to function as the card drawing processing unit 701a, the cultivation game execution unit 702a, and the processing unit 703a at the time of cultivation completion, respectively.
[0473] When various information is set in 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 updated information to the server 1000.
[0474] Based on the player's operation input, the card drawing processing unit 701a requests the gacha draw of character cards or support cards from the server 1000. Also, when the card drawing processing unit 701a receives the result of the gacha draw from the server 1000, it displays the draw result and updates the possession information.
[0475] The cultivation game execution unit 702a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 702a executes the preparation stage process and the cultivation stage process.
[0476] The training completion processing unit 703a stores training character information, including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training, when the training game is completed.
[0477] (Functional configuration of Server 1000) Figure 50 illustrates the configuration of memory 1012 in server 1000 and its function as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores the server-side game control program (module) in program storage area 1012a.
[0478] The server-side game control program includes an information setting processing program 1100, a card drawing processing program 1101, a training game execution program 1102, and a training game termination processing program 1103. Note that the programs listed in Figure 50 are just examples; the server-side game control program includes many other programs.
[0479] 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.
[0480] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a card drawing processing unit 1101a, a cultivation game execution unit 1102a, and a cultivation game end processing unit 1103a.
[0481] Specifically, the CPU 1010 operates the information setting processing program 1100, causing the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the card drawing processing program 1101, the cultivation game execution program 1102, and the cultivation game end processing program 1103, causing them to function as the card drawing processing unit 1101a, the cultivation game execution unit 1102a, and the cultivation game end processing unit 1103a, respectively.
[0482] When various information is set on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. Also, the information setting processing unit 1100a measures time and updates the game points of each player.
[0483] Based on the gacha draw request received from the player terminal 1, the card drawing processing unit 1101a determines, by drawing, the character card or support card to be given to the player. Also, the card drawing processing unit 1101a updates the possession information based on the draw result.
[0484] The cultivation game execution unit 1102a executes all the processes related to the cultivation game.
[0485] When the breeding game ends, the breeding game end processing unit 1103a derives evaluation points, breeding ranks, etc. for the bred breeding character. In addition, the breeding game end processing unit 1103a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.
[0486] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific content of the processing and the range of player information to be stored are different from each other. Also, the breeding game execution unit 702a in the player terminal 1 and the breeding game execution unit 1102a in the server 1000 are common in that they both execute processing related to the breeding game, but their roles, that is, the scope of responsibility, are different.
[0487] The processing performed by each functional unit in the above player terminal 1 and server 1000 will be described below using a flowchart.
[0488] (Processing of Player Terminal 1 and Server 1000) <Processing Related to Breeding Game> FIG. 51 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the breeding game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0489] 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. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0490] 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 unfriend a player is input as a setting change operation, the friend information, which is information regarding friends, is updated. 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 cultivation game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a measure time and grant a predetermined value of game points to the player at predetermined intervals.
[0491] When the gacha screen selection operation unit 102e of the menu bar 102 is tapped on the player terminal 1, the gacha screen is displayed. The player can input a gacha lottery request operation for requesting a gacha lottery of a character card or a support card on the gacha screen. On the gacha screen, the type of gacha lottery to be executed and the number of times of execution of the gacha lottery can be set. When the gacha lottery request operation is input, the card lottery processing unit 701a transmits the request information to the server 1000 (P2). The request information includes information indicating the type of gacha lottery, that is, the types of character cards and support cards, and the number of times of execution of the gacha lottery.
[0492] Upon receiving the request information, the card lottery processing unit 1101a in the server 1000 executes the lottery process (S2). Here, the card lottery processing unit 1101a performs the gacha lottery the requested number of times. The card lottery processing unit 1101a then stores the possession information of the winning character card or support card in the player information storage unit 1150. The card lottery processing unit 1101a also causes the player terminal 1 to receive result information indicating the result of the gacha lottery.
[0493] Upon receiving the result information, the card lottery processing unit 701a in the player terminal 1 executes the result information reception process (P3). Here, the card lottery processing unit 701a notifies the result of the gacha lottery based on the received result information. The card lottery processing unit 701a also stores the possession information of the winning character card or support card in the player information storage unit 750.
[0494] When the player terminal 1 receives an input to start the training game, the training game execution unit 702a 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 1102a execute a preparation stage process (S6).
[0495] Figure 52 is a first flowchart illustrating the preparation stage processing (P6) in player terminal 1. Figure 53 is a second flowchart illustrating the preparation stage processing (P6) in player terminal 1. Figure 54 is a flowchart illustrating the final confirmation screen display processing (P50) in player terminal 1. Figure 55 is a third flowchart illustrating the preparation stage processing (P6) in player terminal 1. The training game execution unit 702a of player terminal 1 determines whether the training target character selection screen 150 is being displayed on the display 26 (P6-1).
[0496] If the character selection screen 150 is being displayed (YES in P6-1), and a display switching operation to change the screen display is input (YES in P6-2), the training game execution unit 702a switches the display screen of the display 26 (P6-13).
[0497] Furthermore, when a selection operation (tapping a character icon 151) is input on the character selection screen 150 (YES in P6-3), the training game execution unit 702a temporarily stores the character card corresponding to the character icon 151 for which the selection operation was input (P6-4) and switches the display screen (P6-13).
[0498] Furthermore, when a confirmation operation (tapping the next operation unit 154) is input on the character selection screen 150 (YES in P6-5), the training game execution unit 702a temporarily registers the character associated with the character card temporarily stored in P6-4 as the character to be trained (P6-6). The training game execution unit 702a also obtains information from the server 1000 regarding representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend (P6-7), and switches the display screen (P6-13).
[0499] Furthermore, if the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-8), and a display switching operation to switch the screen display is input (YES in P6-9), the training game execution unit 702a switches the display screen of the display 26 (P6-13).
[0500] Here, the display switching operations on the inheritance character selection screen 170 or the training character list screen 180 include tapping the skill display button 172 shown in Figure 7B, long-pressing the training character icon 182, and tapping the title change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, and close operation section 188d in the character details dialog 185A shown in Figure 12.
[0501] For example, if the skill display button 172 is tapped on the character training list screen 180, the training game execution unit 702a displays the skill display dialog 185B on P6-13. Also, if the character training icon 182 is long-pressed on the character training list screen 180, the training game execution unit 702a displays the character details dialog 185A on P6-13. Furthermore, if the title change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, or close operation unit 188d is tapped in the character details dialog 185A, the screen corresponding to each operation unit is switched.
[0502] Furthermore, when a selection operation (tapping the character icon 182) is performed on the character list screen 180 (YES in P6-10), the character training game execution unit 702a temporarily stores the character corresponding to the character icon 182 on which the selection operation was performed as the inherited character (P6-11) and switches the display screen (P6-13).
[0503] Furthermore, when a confirmation operation (tapping the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game execution unit 702a displays the support card formation screen 190 on the display 26 (P6-13).
[0504] Furthermore, while the support card selection screen 200 is displayed (YES in P6-14 of Figure 53), if a selection operation (tapping the support card icon 201) is input on the support card selection screen 200 (YES in P6-15), the training game execution unit 702a temporarily stores the support card corresponding to the selected card icon 201 (P6-16) and switches the display screen (P6-17).
[0505] Furthermore, if the support card formation screen 190 is being displayed (YES in P6-18) and a display switching operation to change the screen display is input (YES in P6-19), the training game execution unit 702a switches the display screen of the display 26 (P6-20).
[0506] Furthermore, when a start operation (tapping the start operation unit 193) is input on the support card formation screen 190 (YES in P6-21), the training game execution unit 702a executes the final confirmation screen display process (P50) shown in Figure 54.
[0507] As shown in Figure 54, in the final confirmation screen display process, the training game execution unit 702a determines whether a limited-time event is currently underway (P50-1). If a limited-time event is underway, the training game execution unit 702a executes the character card extraction process (P50-2). Here, the training game execution unit 702a identifies the character ID to which special effect information has been set, and extracts all character cards to which both the identified character ID and the possession information are linked.
[0508] Next, the training game execution unit 702a performs the support card extraction process (P50-3). Here, the training game execution unit 702a extracts all support cards except group support cards that are linked to both the character ID with special effect information set and the possession information.
[0509] Next, the training game execution unit 702a performs the group support card extraction process (P50-4). Here, the training game execution unit 702a extracts all group support cards that are linked to both the character ID with special effect information set and the possession information.
[0510] Next, the training game execution unit 702a performs the rental support card extraction process (P50-5). Here, the training game execution unit 702a extracts rental support cards if they are not group support cards and are associated with a character ID to which special effect information has been set.
[0511] Next, the training game execution unit 702a performs the rental group support card extraction process (P50-6). Here, the training game execution unit 702a extracts the group support card if the rental support card included in the deck is a group support card and is associated with a character ID to which special effect information has been set.
[0512] Next, the training game execution unit 702a determines the target card for each special effect character from the cards extracted in P50-2 to P50-6 (P50-7). Here, for example, the effect value is identified for each extracted card. Then, the cards are classified according to the special effect character, and among the cards corresponding to the same special effect character, the card with the highest identified effect value is determined to be the target card.
[0513] Next, the training game execution unit 702a calculates the applicable effect value by summing up the effect values of the target cards determined in P50-7 (P50-8). Then, the training game execution unit 702a saves all the extracted cards, the effect value of each card, the target cards, and the information indicating the applicable effect value as bonus information (P50-9).
[0514] Next, the training game execution unit 702a acquires information on the character card and support card selected by the player (P50-10), and generates and displays the final confirmation screens 205 and 205B (P50-11).
[0515] As a result of the above final confirmation screen display process, the final confirmation screen 205B will be displayed while a limited-time event is running, and the final confirmation screen 205 will be displayed if a limited-time event is not currently running.
[0516] Also, as shown in FIG. 55, if the preset selection screen 205A is being displayed (YES in P6-22), the breeding game execution unit 702a executes preset-related processing (P6-23), such as temporarily storing reservation selection information corresponding to the preset.
[0517] Also, when the final confirmation screens 205 and 205B are being displayed (YES in P6-24) and a display switching operation for switching the screen display is input (YES in P6-25), the breeding game execution unit 702a switches the display screen of the display 26 (P6-26).
[0518] Also, when a determination operation (tapping on the start operation unit 205b) is input on the final confirmation screens 205 and 205B (YES in P6-27), the breeding game execution unit 702a determines whether the game points are equal to or greater than a predetermined value (for example, 30) (P6-28). If the game points are equal to or greater than the predetermined value (YES in P6-28), the breeding game execution unit 702a transmits confirmation information to the server 1000 (P6-29).
[0519] The confirmation information includes information for identifying the temporarily registered breeding target character, inherited character, and support card. When receiving the confirmation information, the server 1000 determines whether to permit the execution of the main breeding game using the temporarily registered breeding target character, inherited character, and support card in the preparation stage process (S6).
[0520] After the player terminal 1 sends confirmation information (P6-29) and receives permission information (YES in P6-30), the training game execution unit 702a registers the training target character that was provisionally registered in P6-6 (P6-31). The training game execution unit 702a also registers the training character that was provisionally stored as an inheritance character in P6-11 and the support card that was provisionally stored in P6-16 into the deck. Then, the training game execution unit 702a displays the game screen 210 on the display 26 and executes the training main game start process to start the training main game (P6-32).
[0521] Returning to Figure 51, once the preparation stage processing (P6) is complete, the training game execution unit 702a executes the training stage processing (P7). During this training stage processing, 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 1102a execute the training stage processing (S7).
[0522] Figure 56 is a flowchart illustrating the training stage processing in server 1000. The training game execution unit 1102a 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.
[0523] Figure 57 is a flowchart illustrating the turn start processing in server 1000. As shown in Figure 57, first, the training game execution unit 1102a of server 1000 performs a process to determine whether or not a scenario event will occur (S10-1). Here, if there is a scenario event that must occur in the current turn, the training game execution unit 1102a decides whether or not to cause that scenario event. If there is no scenario event that must occur in the current turn, the training game execution unit 1102a determines whether or not a scenario event will occur and the type of scenario event to cause by lottery.
[0524] In addition, the cultivation game execution unit 1102a executes a determination process for the occurrence of a character possession event (S10-2). Here, when there is a character possession event that is always generated at the current turn number, the cultivation game execution unit 1102a determines the occurrence of the character possession event. Also, when there is no character possession event that is always generated at the current turn number, the cultivation game execution unit 1102a determines the presence or absence of the occurrence of a character possession event and the type of the character possession event to be generated by lottery.
[0525] In addition, the cultivation game execution unit 1102a executes a determination process for the occurrence of a first event (S10-3). Here, at the start of a turn, a random number is randomly obtained, and based on the obtained random number and the first event table, the presence or absence of the occurrence of a first event and the type of the first event to be generated are determined.
[0526] In addition, the cultivation game execution unit 1102a executes a support character lottery process (S10-4). Specifically, the cultivation game execution unit 1102a refers to the placement presence / absence table shown in FIG. 32 and determines by lottery whether to place a support character in each training item. This process is executed for each support character.
[0527] When the placement of a support character in a training item is determined, the cultivation game execution unit 1102a associates a support card ID (or a support character ID) with the training ID provided for each training item.
[0528] In addition, the cultivation game execution unit 1102a executes a friendship training determination process (S11) for determining the presence or absence of the occurrence of friendship training.
[0529] Figure 58 is a flowchart illustrating the friendship training determination process in server 1000. In S10-4, the training game execution unit 1102a extracts a support card associated with one of the training items (S11-1). If a support card is extracted (YES in S11-2), the training game execution unit 1102a sets the support card to be processed to determine whether or not friendship training has occurred (S11-3).
[0530] If the support card set in S11-3 is not a group support card (NO in S11-4), the training game execution unit 1102a determines whether the training item on which the support card is placed is a specialty training item set for that support card (S11-5). If the support card is placed in a specialty training item (YES in S11-5) and the bond gauge value of the support card is 80 or higher (YES in S11-6), the training game execution unit 1102a sets friendship training occurrence information, indicating the occurrence of friendship training, linked to the support card (S11-7).
[0531] On the other hand, if the support card set in S11-3 is a group support card (YES in S11-4) and is in the bonus zone (YES in S11-9), the training game execution unit 1102a also sets the friendship training occurrence information (S11-7). If there are any unprocessed support cards among the support cards placed in the training items that have not yet undergone processing from S11-3 to S11-9, the training game execution unit 1102a repeats the processing from S11-3.
[0532] Returning to Figure 57, the training game execution unit 1102a executes the ability parameter determination process (S10-5). In the ability parameter determination process, each training is executed and the increase in the ability parameters of the character being trained in the event of success is determined. Specifically, the training game execution unit 1102a refers to the training level table shown in Figure 33A, the fixed increase value table shown in Figures 33B and 33C, and the bonus addition rate table shown in Figure 33D to determine the increase in the ability parameters of the character being trained in the event of success for all training items. As a result, if friendship training occurs, the increase in ability parameters will be larger.
[0533] Furthermore, the training game execution unit 1102a determines the amount of stamina loss or recovery when each training item is executed by referring to a stamina table (not shown). The training game execution unit 1102a also calculates the training failure rate for each training item based on the stamina of the character being trained.
[0534] Furthermore, the training game execution unit 1102a performs a process to determine whether or not a second event will occur (S10-6). Specifically, the training game execution unit 1102a refers to the second event table shown in Figure 34 and determines whether or not a second event will occur by lottery. Specifically, after the support character lottery process (S10-4), a random number is obtained, and the occurrence of a second event is determined based on the obtained random number and the second event table. Here, for example, in S10-4, the training game execution unit 1102a performs a lottery to determine whether or not to allow the assignment of a support event that has been pre-set to the support card linked to the training item.
[0535] In this case, if the occurrence of the second event is determined, the benefits resulting from the occurrence of the second event are determined. If the bonus zone is active at this time, the training game execution unit 1102a performs calculations to maximize the benefits resulting from the occurrence of the second event.
[0536] Furthermore, the training game execution unit 1102a performs a rival character lottery process (S10-7). Specifically, the training game execution unit 1102a refers to the placement availability table shown in Figure 38 and determines by lottery whether or not to place a rival character in each suitable race.
[0537] Furthermore, the training game execution unit 1102a performs a process to determine whether or not an inheritance event will occur (S10-8). Specifically, if the current turn is a factor activation turn, the training game execution unit 1102a decides whether or not an inheritance event will occur. In this case, the training game execution unit 1102a decides whether or not to activate each factor based on the factor information of the inheritance character registered in the deck during the preparation stage processing in S6. As a result, depending on the factor that is determined to be activated, ability parameters or aptitude parameters may increase, or skill hints may be obtained.
[0538] The training game execution unit 1102a stores game information, including information regarding the lottery results in S10-1 to S10-8, in the game information storage unit 1151 (S10-9). The training game execution unit 1102a also processes the game information stored in the game information storage unit 1151 to be received by the player terminal 1.
[0539] Figure 59 is a flowchart illustrating the training stage processing in player terminal 1. The training game execution unit 702a 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.
[0540] Figure 60 is a flowchart illustrating the turn start processing on player terminal 1. The turn start processing (P10) on player terminal 1 begins when the turn start processing (S10) is executed on server 1000 and game information is set in S10-9.
[0541] The breeding game execution unit 702a accesses the game information storage unit 1151 of the server 1000 and receives the game information stored in S10-9 from the server 1000 (P10-1). Also, the breeding game execution unit 702a performs display processing for displaying the game screen 210 and the like based on the received game information (P10-2). Then, the breeding game execution unit 702a executes command setting processing for enabling the player to select various commands related to the breeding stage processing (P10-3).
[0542] Specifically, the breeding game execution unit 702a refers to, for example, the selection item table shown in FIG. 19, and based on the current turn number, performs processing for enabling 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 individual race operation unit 219, the shop operation unit 220, and the item operation unit 221. Also, the breeding game execution unit 702a performs processing for enabling the player to select a plurality of individual race selection operation units 266 associated with the individual race operation unit 219.
[0543] Also, in command processing, the breeding game execution unit 702a enables the player to select commands such as 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 skill display column 251, the breeding target character selection operation unit 256a, the support character selection operation unit 256b, the first affiliated character selection operation unit 258a to the fifth affiliated character selection operation unit 258e, the all affiliated character selection operation unit 259, the result operation unit 273, the race operation unit 2 seventy-four, and the item exchange operation unit 303. The breeding game execution unit 702a performs processing for enabling the player to select one command from these multiple commands.
[0544] Note that the breeding game execution unit 702a can subsequently select the all affiliated character selection operation unit 259 by receiving the release information described later from the server 1000.
[0545] Subsequently, when any command is selected by the player (YES on page 10-4), the training game execution unit 702a sends command information that identifies the command selected by the player to the server 1000 (page 10-5).
[0546] Figure 61 is a flowchart illustrating the turn-in-turn processing in server 1000. Turn-in-turn processing (S20) in server 1000 begins when turn start processing (P10) is executed on player terminal 1 and command information is transmitted at P10-5.
[0547] The training game execution unit 1102a analyzes the transmitted command information (S20-1). If it receives command information related to acquiring an item or skill (YES in S20-2), the training game execution unit 1102a executes item and skill-related processing to acquire the item or skill (S20-3).
[0548] Furthermore, if command information related to the execution of a race is received (YES in S20-4), the training game execution unit 1102a derives the race result through simulation execution processing (S20-5) and determines the reward (S20-6).
[0549] Furthermore, if command information indicating any training item is received (YES in S20-7), the training game execution unit 1102a performs training execution processing (S20-8). Here, the success or failure of the training is determined, and the ability parameters are updated. Also, if a support card is associated with the executed training, processing is performed to update the value of the bond gauge.
[0550] Furthermore, if command information indicating the rest operation unit 215 is received (YES in S20-9), the training game execution unit 1102a performs the rest execution process (S20-10). Here, the amount of increase in stamina is determined, and the determined increase is added to the current stamina.
[0551] Furthermore, if "Going Out" is selected, that is, if command information indicating the character to be trained selection operation unit 256a, the support character selection operation unit 256b, the first affiliated character selection operation unit 258a to the fifth affiliated character selection operation unit 258e, and the all affiliated character selection operation unit 259 is received (YES in S20-11), the training game execution unit 1102a performs the "Going Out" selection process (S21).
[0552] Figure 62 is a flowchart illustrating the outing selection process on server 1000. When command information indicating the character selection operation unit 256a for training is received (YES in S21-1), the training game execution unit 1102a executes the solo outing event determination process (S21-2). Here, the execution pattern for the solo outing event is determined. Also, the parameters are updated based on the determined execution pattern.
[0553] When command information indicating the support character selection operation unit 256b is received (YES in S21-3), the training game execution unit 1102a executes the friend outing event determination process (S21-4). Here, the execution pattern for the friend outing event is determined. Also, the parameters are updated based on the determined execution pattern.
[0554] Furthermore, if any of the affiliated characters are selected (YES in S21-5), the training game execution unit 1102a determines the execution pattern for events specific to the affiliated character (S21-6). Here, the parameters are updated based on the determined execution pattern.
[0555] Furthermore, the training game execution unit 1102a stores the selected information of the affiliated character selected by the player (S21-7). Then, if the selected information has been stored for all affiliated characters linked to the group support card (YES in S21-8), the training game execution unit 1102a stores and sets release information indicating the release of the all-affiliated character selection operation unit 259 (S21-9).
[0556] Furthermore, if the All-Affiliated Character Selection Unit 259 is selected (NO in S21-5) and unlock information is stored (YES in S21-10), the Training Game Execution Unit 1102a determines the execution pattern for the All-Affiliated Character Event (S21-11). Here, parameters are updated based on the determined execution pattern. Also, if the All-Affiliated Character Event is determined for the first time, the process of assigning possessed skills is executed.
[0557] Returning to Figure 61, if a process that ends the turn is executed, the outing-related event execution process (S22) is executed.
[0558] Figure 63 is a flowchart illustrating the execution process for outing-related events on server 1000. If the outing is not possible (NO in S22-1) and the initial event has already occurred (YES in S22-2), the training game execution unit 1102a performs a continuous event lottery (S22-3). Here, the probability of winning the continuous event lottery is set based on the current bond gauge value of the group support card. If the continuous event lottery is won (YES in S22-4), the training game execution unit 1102a performs the continuous event execution process to execute the continuous event (S22-5).
[0559] This triggers a series of events on player terminal 1. While the specific processing details are omitted here, when the series of events are executed and a predetermined option is selected by the player on player terminal 1, both player terminal 1 and server 1000 are set to a "ready to go out" state.
[0560] Furthermore, if the initial event has not yet occurred (NO in S22-2), the training game execution unit 1102a determines in S20-8 whether training with group support cards has been performed (S22-6). If training with group support cards has been performed (YES in S22-6), the training game execution unit 1102a performs initial event execution processing to execute the initial event (S22-9). As a result, the initial event is executed on player terminal 1.
[0561] Furthermore, if training with a group support card has not been performed (NO in S22-6), the training game execution unit 1102a performs an initial event lottery (S22-7). If the initial event lottery is successful (YES in S22-8), the training game execution unit 1102a performs the initial event execution process (S22-9).
[0562] Returning to Figure 61, the training game execution unit 1102a performs the bonus zone setting process (S23) following the execution process of the outing-related event.
[0563] Figure 64 is a flowchart illustrating the bonus zone setting process on server 1000. If the player is not in a bonus zone (YES in S23-1), is in a state where they can go out (YES in S23-2), and has placed a group support card, then the training game execution unit 1102a performs a bonus zone occurrence lottery (S23-4). If the bonus zone occurrence lottery is successful (YES in S23-5), the training game execution unit 1102a sets bonus zone information indicating that the player is in a bonus zone (S23-6). The bonus zone information may be linked to the training game, the training target character, or the group support card.
[0564] Furthermore, if the bonus zone is active (NO in S23-1), the training game execution unit 1102a updates the number of turns the bonus zone has been active (S23-7). Here, the number of turns in which processing has been executed since the start of the bonus zone is counted. If the number of turns the bonus zone has been active is 5 (YES in S23-8), the training game execution unit 1102a clears the bonus zone information (S23-11). As a result, the bonus zone is deactivated, i.e., terminated.
[0565] Furthermore, if the duration of the bonus zone is not 5 turns (NO in S23-8), the training game execution unit 1102a performs a release lottery (S23-9). If the release lottery is successful (YES in S23-10), the training game execution unit 1102a clears the information in the bonus zone (S23-11).
[0566] Returning to Figure 61, the training game execution unit 1102a saves game information based on the results of each of the above processes in turn processing (S20) and sends it to the player terminal 1.
[0567] Figure 65 is a flowchart illustrating the turn-based processing on player terminal 1. Turn-based processing (P20) on player terminal 1 begins when turn-based processing (S20) is executed on server 1000 and game information is set in S20-12. The training game execution unit 702a analyzes the received game information (P20-1). Then, if training with group support cards placed is executed (YES in P20-2) and it is within the bonus zone (YES in P20-3), the execution pattern of the bonus effect is determined by lottery (P20-4).
[0568] Then, the cultivation game execution unit 702a executes a special effects performance in the execution pattern determined in P20-4 (P20-5). Further, the cultivation game execution unit 702a displays various game screens such as an event screen based on the analysis result of P20-1 (P20-6). Here, when the execution patterns of various events are determined in the server 1000, the cultivation game execution unit 702a generates an event in the determined execution pattern.
[0569] Through the above processing, the above-described cultivation 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 by the player terminal 1 or only by the server 1000.
[0570] Returning to FIG. 51, when the cultivation game ends, in the server 1000, the cultivation game end processing unit 1103a executes a cultivation game end process (S8).
[0571] FIG. 66 is a flowchart for explaining the cultivation game end process (S8) in the server 1000. The cultivation game end processing unit 1103a derives an evaluation score based on the end information received from the player terminal 1 (S8-1). Further, the cultivation game end processing unit 1103a derives a cultivation rank based on the derived evaluation score (S8-2).
[0572] Further, the cultivation game end processing unit 1103a determines a factor acquired by the cultivated character (S8-3). Further, the cultivation game end processing unit 1103a determines a class based on the number of acquired fans (S8-4). Further, the cultivation game end processing unit 1103a determines a degree of affection point based on a predetermined parameter such as a cultivation rank or the number of fans (S8-5). Although detailed description is omitted, the degree of affection point is a point given to the character that is the origin of the cultivated character, not the cultivated character.
[0573] The story screens described above are available in multiples for each character, and some story screens have unlock conditions. Some story screens have affection points as an unlock condition, and once the affection points reach a certain threshold, the player can view that story screen.
[0574] Furthermore, the training game termination processing unit 1103a determines the nickname (S8-6). Here, it checks the conditions achieved in the main training game and determines the nickname that the training character will acquire. The training game termination processing unit 1103a also stores training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., in the game information storage unit 1151, linked to the player ID of the player (S8-7). Finally, the training game termination processing unit 1103a sets the training result information and has it received by the player terminal 1 (S8-8).
[0575] Furthermore, the training game termination processing unit 1103a determines the reward based on the training character information (S8-9). If a limited-time event is currently underway (YES in S8-10), the training game termination processing unit 1103a calculates the base event points based on the training character information (S8-11). In addition, the training game termination processing unit 1103a extracts the applicable cards (S8-12) and determines the applicable effect value (S8-13).
[0576] The extraction of applicable cards and the determination of applicable effect values may be performed in the same manner as in P50-2 to P50-8. Alternatively, the applicable effect values may be determined by receiving the bonus information stored in P50-9 from the player terminal 1. Then, the training game termination processing unit 1103a calculates bonus points based on the applicable effect values (S8-14). After that, the training game termination processing unit 1103a stores the reward information, including the reward determined in S8-9, the base points calculated in S8-11, and the bonus points calculated in S8-14, and sets it to be received by the player terminal 1 (S8-15).
[0577] Returning to Figure 51, upon receiving the training result information and reward information, the training completion processing unit 703a executes the training game termination process (P8). Here, the training completion processing unit 703a stores the received training result information and reward information in the game information storage unit 751. The training completion processing unit 703a also displays the training completion screen 340 on the display 26 based on the training result information and reward information.
[0578] 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.
[0579] 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 the player terminal 1 or server 1000, or both, in this embodiment) to perform the following processing.
[0580] (Processes to be performed by a computer) A process (S2, P3 in this embodiment) to associate ownership information with game media (character cards and support cards in this embodiment) that have met pre-set ownership conditions (distribution by the operator, winning in a gacha lottery in this embodiment) for use in a predetermined game (a simulation game in this embodiment). A process (P6, P7, S6, S7 in this embodiment) that executes a target game (in this embodiment, a training game in this embodiment) in which any game medium is set as a specific game medium (in this embodiment, for example, a character card and support card to which a character ID with special effect information has been set is associated). A process to extract game media that are set to a specific game medium for the target game and to which ownership information is linked as the target game medium (in this embodiment, for example, P50-2 to P50-7, S8-12). A process to determine the applicable effect value based on the extracted target game media (in this embodiment, for example, P50-8, S8-13). When the target game is executed, a process is performed to reward the player based on the applied effect value (in this embodiment, S8-15 is one example).
[0581] In the above embodiment, the case described was when the predetermined game using the game medium (character cards and support cards) and the target game for which the specific game medium is set are the same. However, the predetermined game and the target game may be different games. For example, the predetermined game may be the above-mentioned training game using character cards and support cards, and the target game may be a team competition game using the trained characters.
[0582] Furthermore, in the above embodiment, the target game is a predetermined game that uses a game medium, and the game medium is classified into one of several types, including a first type (character card) and a second type (support card). The process for executing the target game (in the embodiment, for example, the process for executing a training game) includes a process for setting the first type and second type game mediums to be used in the target game based on the player's operation (in the embodiment, for example, the preparation stage process), and a process for progressing the target game based on the set first type and second type game mediums (in the embodiment, for example, the training stage process).
[0583] However, the type of game medium used for the specified game may be, for example, only one of either character cards or support cards. Furthermore, the specific content and genre of the specified game are not limited to the above embodiment. The specified game can be played using game mediums owned by the player, and the number of types of game mediums is not particularly limited.
[0584] Furthermore, in the process of determining the applicable effect value, an effect value is identified for each target game medium (in this embodiment, for example, a special effect character), and the applicable effect value is determined based on the identified effect value for each target game medium. However, the method of determining the applicable effect value is not limited to this.
[0585] For example, in the above embodiment, only the maximum effect value is applied to one special effect character, but all cards corresponding to the special effect character may be determined as applicable cards. In this case, the effect values of all applicable cards possessed may be added together to calculate the applicable effect value. Also, for example, multiple applicable cards may be determined for one special effect character. In any case, the conditions for determining applicable cards for one special effect character, and the number of applicable cards determined for one special effect character, are not particularly limited.
[0586] Furthermore, instead of determining the applicable cards for each special effect character, all cards corresponding to the special effect character may be extracted as candidates for applicable cards, and a predetermined number of cards with large effect values from among the extracted candidates may be selected as applicable cards. Alternatively, for example, a predetermined number of applicable cards may be determined separately for character cards and support cards.
[0587] Furthermore, in the above embodiment, the effect values set for the target cards are added together to calculate the final applied effect value. However, the method for calculating the applied effect value is not limited to this. For example, the effect values set for the target cards may be input into a predetermined calculation formula, and then the applied effect value may be calculated.
[0588] Furthermore, in the above embodiment, the same effect value is set for multiple special effect characters associated with one group support card. However, different effect values may be set for multiple special effect characters associated with one group support card.
[0589] Furthermore, the above embodiment described a case in which event points are awarded as a reward. However, the content of the reward is not particularly limited, and for example, items usable in the game may be awarded as a reward. In this case, for example, the number of items awarded, or the content of the items awarded, may differ depending on the calculated applied effect value.
[0590] Furthermore, in the above embodiment, bonus points are calculated by multiplying the base points by the applied effect value. However, the applied effect value may be, for example, points, and the applied effect value itself may be awarded to the player as points.
[0591] Furthermore, in the above embodiment, the event bonus is granted only during the limited-time event, but the limited-time event does not necessarily have a set period. For example, if a scenario in which the event bonus is granted is selected, the event bonus may always be granted.
[0592] Furthermore, in the above embodiment, event points are always awarded when the training game is played during a limited-time event. However, players may be able to set whether the event point function is on or off. In this case, event points will only be awarded if the training game is started with the event point function turned on. This ensures player flexibility.
[0593] 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]
[0594] 1 Player terminal 1000 Servers S Information Processing System
Claims
1. A process of linking possession information to game media that can be used in a character development game and that satisfy a predetermined possession condition; A process for allowing a player to select the game media to be used in the training game from the game media linked to the possession information and the game media that can be loaned from other players; a process of setting the game medium selected by the player as the game medium to be used; a process of executing the training game, the process including a process of updating parameters associated with the character based on the game medium used; If any of the game media is set as a specific game media for the training game, a process of calculating points based on the game media and awarding a reward to a player based on the calculated points; The computer executes the following. The process of awarding a reward to the player includes: In the training game, regardless of whether the specific game medium is set as the used game medium or not, calculating the points based on the game medium that is set as the specific game medium and to which the possession information is linked; In the training game, when the game medium loaned from another player is set as the used game medium and the game medium is set as the specific game medium, calculating the points based on the game medium loaned from the other player; Including, Information processing program.
2. An event period is set in the training game during which the specific game media is set, The process of awarding a reward to the player includes: Calculating the points during the event period; The information processing program according to claim 1 .
3. 1. An information processing method performed by one or more computers, comprising: The computer a process of linking possession information to game media that can be used in a character development game and that satisfy a predetermined possession condition; A process for allowing a player to select the game media to be used in the training game from the game media linked to the possession information and the game media that can be loaned from other players; a process of setting the game medium selected by the player as the game medium to be used; a process of executing the training game, the process including a process of updating parameters associated with the character based on the game medium used; If any of the game media is set as a specific game media for the training game, a process of calculating points based on the game media and awarding a reward to a player based on the calculated points; and The process of awarding a reward to the player includes: In the training game, regardless of whether the specific game medium is set as the used game medium or not, calculating the points based on the game medium that is set as the specific game medium and to which the possession information is linked; In the training game, when the game medium loaned from another player is set as the used game medium and the game medium is set as the specific game medium, calculating the points based on the game medium loaned from the other player; Including, Information processing methods.
4. one or more computers; The computer a process of linking possession information to game media that can be used in a character development game and that satisfy a predetermined possession condition; A process for allowing a player to select the game media to be used in the training game from the game media linked to the possession information and the game media that can be loaned from other players; a process of setting the game medium selected by the player as the game medium to be used; a process of executing the training game, the process including a process of updating parameters associated with the character based on the game medium used; If any of the game media is set as a specific game media for the training game, a process of calculating points based on the game media and awarding a reward to a player based on the calculated points; and The process of awarding a reward to the player includes: In the training game, regardless of whether the specific game medium is set as the used game medium or not, calculating the points based on the game medium that is set as the specific game medium and to which the possession information is linked; In the training game, when the game medium loaned from another player is set as the used game medium and the game medium is set as the specific game medium, calculating the points based on the game medium loaned from the other player; Including, Information processing system.