Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2024024236
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-21
- Publication Date
- 2026-01-22
AI Technical Summary
【0013】 本発明によれば、プレイヤのプレイ意欲を向上させることができる。
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, as shown in, for example, Patent Document 1, there is known a training game in which a player trains a character. The character trained by the player in the training game is stored as a training character. The training character can be used, for example, in a battle game against another player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-121396 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a training game, various events occur at a predetermined timing and probability. Events play an important role in a training game because the occurrence of an event can increase the status of the character being trained. However, the player can only wait for the event to occur, and there is not much difference between the various training games.
[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play by providing new game characteristics. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process of allowing a player to select one of a plurality of selection items; A process of determining a game content to be linked to the selection item; A process of changing a status of the development target game medium based on the selection item selected by a player; a process of generating an event when the game medium is linked to the selection item selected by a player, and generating a special event in one of a plurality of execution patterns having mutually different event results based on a status of the development target game medium when the game medium linked to the selection item is a specific game medium and satisfies a predetermined condition; A process of updating a status of the development target game medium based on an execution pattern of the special event that has occurred; The computer is made to carry out the above steps.
[0007] The information processing program updating specific parameters associated with the specific game content in accordance with preset update conditions; may be performed by a computer. The process of generating the special event is as follows: The probability of occurrence of the special event may be varied depending on the specific parameter.
[0008] The execution pattern of the special event may include a first execution pattern in which the mission is accomplished, and a second execution pattern in which the mission is not accomplished. In addition, the process of updating the status of the development target game medium includes: The update value of the status of the development target game medium may be varied depending on the number of times the mission is completed.
[0009] In addition, the information processing program a process of generating a battle event in which the training target game medium competes against an opponent at a predetermined timing, the process varying the opponent or the difficulty level of the battle event depending on the number of times a mission is completed; may be performed by a computer.
[0010] The special event may involve the development target game medium competing against an opponent in a specified battle item. The process of generating the special event is as follows: The method may include a process of having a player select the battle item, and the special event may be generated based on the selected battle item. a process of notifying a player of a predicted outcome of a match with an opponent for each of the match items selectable by the player; may be performed by a computer.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of allowing a player to select one of a plurality of selection items; A process of determining a game content to be linked to the selection item; A process of changing a status of the development target game medium based on the selection item selected by a player; a process of generating an event when the game medium is linked to the selection item selected by a player, and generating a special event in one of a plurality of execution patterns having mutually different event results based on a status of the development target game medium when the game medium linked to the selection item is a specific game medium and satisfies a predetermined condition; A process of updating a status of the development target game medium based on an execution pattern of the special event that has occurred; Carry out the following.
[0012] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of allowing a player to select one of a plurality of selection items; A process of determining a game content to be linked to the selection item; A process of changing a status of the development target game medium based on the selection item selected by a player; a process of generating an event when the game medium is linked to the selection item selected by a player, and generating a special event in one of a plurality of execution patterns having mutually different event results based on a status of the development target game medium when the game medium linked to the selection item is a specific game medium and satisfies a predetermined condition; A process of updating a status of the development target game medium based on an execution pattern of the special event that has occurred; Carry out the following. Effect of the Invention
[0013] According to the present invention, it is possible to increase the player's motivation to play. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram for explaining an example of scenario initial additional value data, Fig. 5B is a diagram for explaining an example of scenario initial upper limit value data, and Fig. 5C is a diagram for explaining an example of scenario event additional value data. [Figure 6]Fig. 6A is a diagram illustrating a development target character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating the character detail screen. [Figure 7] Fig. 7A is a diagram for explaining a capability parameter (initial value) table. Fig. 7B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram for explaining a skill table. Fig. 7D is a diagram for explaining a dedicated event table. [Figure 8] Fig. 8A is a first diagram illustrating an inheritance character selection screen. Fig. 8B is a first diagram illustrating a training character list screen. Fig. 8C is a second diagram illustrating an inheritance character selection screen. Fig. 8D is a third diagram illustrating an inheritance character selection screen. [Figure 9] FIG. 9 is a diagram for explaining the inheritance system. [Figure 10] FIG. 10 is a diagram for explaining the factor information. [Figure 11] Fig. 11A is a diagram for explaining the utility of basic ability factors, and Fig. 11B is a diagram for explaining the utility of character factors. [Figure 12] FIG. 12A is a diagram for explaining compatibility determination targets, and FIG. 12B is a diagram for explaining compatibility determination items. [Figure 13] Fig. 13A is a first diagram for explaining the support card organization screen, Fig. 13B is a diagram for explaining the support card selection screen, and Fig. 13C is a second diagram for explaining the support card organization screen. [Figure 14] Fig. 14A is a diagram for explaining a support card table, Fig. 14B is a diagram for explaining a support effect table, Fig. 14C is a diagram for explaining a possessed skill table, and Fig. 14D is a diagram for explaining a support event table. [Figure 15] Fig. 15A is a diagram illustrating a final confirmation screen, and Fig. 15B is a diagram illustrating a preset selection screen. [Figure 16] FIG. 16 is a diagram explaining the options available in each turn. [Figure 17]FIG. 17 is a diagram illustrating the game screen. [Figure 18] Fig. 18A is a first diagram for explaining the training screen. Fig. 18B is a second diagram for explaining the training screen. Fig. 18C is a diagram for explaining the training result report screen. Fig. 18D is a diagram for explaining the event screen. [Figure 19] Fig. 19A is a first diagram illustrating the skill screen, and Fig. 19B is a second diagram illustrating the skill screen. [Figure 20] Fig. 20A is a first diagram illustrating a race selection screen. Fig. 20B is a diagram illustrating a race start screen. Fig. 20C is a first diagram illustrating a race result screen. Fig. 20D is a second diagram illustrating a race result screen. [Figure 21] FIG. 21 is a diagram illustrating the general flow of the turn start processing. [Figure 22] Fig. 22A is a diagram for explaining a support character placement presence / absence table, and Fig. 22B is a diagram for explaining a story character placement presence / absence table. [Diagram 23] Fig. 23A is a diagram for explaining a training level table, Fig. 23B is a diagram for explaining a fixed increase value table (speed), and Fig. 23C is a diagram for explaining a fixed increase value table (power). [Figure 24] FIG. 24 is a diagram illustrating the second event table. [Diagram 25] Fig. 25A is a diagram for explaining the occurrence conditions of a special event, and Fig. 25B is a diagram for explaining the occurrence probability of a special event. [Figure 26] Fig. 26A is a diagram for explaining the arrangement of story characters, Fig. 26B is a diagram for explaining battle items, Fig. 26C is a diagram for explaining a result notification screen, and Fig. 26D is a diagram for explaining a reward acquisition screen. [Figure 27] Fig. 27A is a diagram for explaining a match item determination table, and Fig. 27B is a diagram for explaining the relationship between success rate and predicted mark. [Figure 28]Fig. 28A is a diagram for explaining the first success rate determination table. Fig. 28B is a diagram for explaining the second success rate determination table. Fig. 28C is a diagram for explaining the third success rate determination table. Fig. 28D is a diagram for explaining the fourth success rate determination table. Fig. 28E is a diagram for explaining the fifth success rate determination table. Fig. 28F is a diagram for explaining the sixth success rate determination table. [Figure 29] FIG. 29 is a diagram illustrating rewards for special events. [Diagram 30] Fig. 30A is a diagram illustrating the breeding completion screen, Fig. 30B is a second diagram illustrating the breeding completion screen, and Fig. 30C is a third diagram illustrating the breeding completion screen. [Diagram 31] FIG. 31 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 32] FIG. 32 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 33] FIG. 33 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 34] FIG. 34 is a first flowchart illustrating the preparation stage process in the player terminal. [Diagram 35] FIG. 35 is a second flowchart illustrating the preparation stage process in the player terminal. [Diagram 36] FIG. 36 is a third flowchart illustrating the preparation stage process in the player terminal. [Figure 37] FIG. 37 is a flowchart illustrating the training stage process in the server. [Figure 38] FIG. 38 is a flowchart illustrating the turn start process in the server. [Figure 39] FIG. 39 is a flowchart illustrating the ability parameter determination process in the server. [Diagram 40] FIG. 40 is a flowchart illustrating the process of determining whether or not a special event occurs in the server. [Diagram 41]FIG. 41 is a flowchart illustrating the training stage processing in the player terminal. [Diagram 42] FIG. 42 is a flowchart illustrating the turn start process in the player terminal. [Diagram 43] FIG. 43 is a flowchart illustrating the process during a turn in the player terminal. [Diagram 44] FIG. 44 is a flowchart illustrating the command selection process in the player terminal. [Diagram 45] FIG. 45 is a first flowchart illustrating the during-turn process in the server. [Figure 46] FIG. 46 is a second flowchart illustrating the during-turn process in the server. [Figure 47] FIG. 47 is a flowchart illustrating the command receiving process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0017] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between 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 connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) 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 Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess a character obtained by a lottery, known as gacha, or a character distributed by the management side. In addition, a player can possess a support card obtained by a lottery or a support card distributed by the management side.
[0031] As will be described in detail later, a game according to this embodiment provides a training game. In the training game, a player can train a character owned by the player. The training game according to this embodiment has game characteristics in which the character is trained by having the character participate in races that imitate horse racing.
[0032] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched in 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 a plurality of operation units that can be operated (tapped) by the player.
[0033] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided in the menu bar 102. In addition, in the menu bar 102, the operation section corresponding to the screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.
[0034] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.
[0035] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the levels increase. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0036] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.
[0037] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.
[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery. In the gacha lottery, the player can win characters and support cards.
[0039] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from among the characters he or she owns and sets it as the character to be trained (hereinafter referred to as the character to be trained).
[0040] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0041] When the setting of the character to be trained and the deck (inherited characters and support cards) is completed, the preparation stage is changed to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters he possesses into a team and use them in team competition games, etc.
[0042] Thus, the main object of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0043] In addition, in this embodiment, a function for sharing a training character or a support card between players and a function for sharing information between multiple players are provided. A player can set a training character and a support card that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.
[0044] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it becomes possible to confirm and set the information corresponding to the operation unit.
[0045] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0046] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using a circle function that is a place for sharing information with other players. A profile character image 122 that is currently being set is displayed on the profile setting screen 120. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0048] Also displayed on the profile setting screen 120 are a player name set by the player, a player ID given to the player, and the name of the club to which the player belongs. Also provided on the profile setting screen 120 are a representative character setting operation section 126a and a rental card setting operation section 126b.
[0049] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he / she has raised as the representative character. The representative character setting operation section 126a displays an icon image indicating the representative character currently being set. Note that, as will be described in detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0050] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image showing the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as a rental card can be organized into a deck by other players and is used in the training game played by other players.
[0051] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0052] In addition, in this embodiment, various time-limited events are held irregularly. During the period in which a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0053] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game starts. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is given to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that the player can possess, and the player can possess game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the currently possessed game points to the upper limit is visually displayed.
[0054] It should be noted that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if the player does not possess the required game points, the player cannot start the training game. However, the player can possess an item that restores game points, and can use the item to restore game points. This item can be given, for example, as a reward for the training game or team competition game, or can be acquired by consuming in-game currency. The training game will be described in detail below.
[0055] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. As will be described in detail later, the training main game is a game in which the player trains one character selected from the characters owned by the player as a training character.
[0056] The setting game, in which the player registers a scenario, a character to be trained, and a deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be described first.
[0057] <Preparatory stage processing> The preparatory stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). The support cards are intended to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparatory stage processing will assist in the training of the character to be trained. In what follows, the character linked to the support card will be referred to as the support character.
[0058] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios of the training main game are provided. In each scenario of the training main game, a final goal, goals during the game, etc. are set. The player needs to clear the goals set in each scenario in sequence. Each goal, the period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0059] The training main game has a story, and the game progresses along the story. Events occur at various times during the training main game. Events occurring during the training main game are specific to each scenario. Thus, the multiple scenarios differ from each other in at least some of the events occurring during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0060] FIG. 5A is a diagram for explaining an example of scenario initial added value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit data. FIG. 5C is a diagram for explaining an example of scenario event added value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0061] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are provided: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0062] However, an upper limit is set for each ability parameter, and in the training main game, the value of each ability parameter is updated only within the range of the upper limit, and updating of ability parameters that exceed the upper limit is restricted. At the start of the training main game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0063] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of the five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0064] Specifically, a common base value is preset for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario, or may be different for each ability parameter. Then, at the start of the training main game, the common base value is added to the scenario initial addition value corresponding to the scenario selected by the player, and an initial upper limit value for each ability parameter is set.
[0065] For example, as shown in Fig. 5A, according to the scenario initial added value data, the scenario initial added values of the five ability parameters linked to the scenario ID of "0001" are all set to "200." Therefore, when the scenario ID of "0001" is selected and the training main game is started, the initial upper limit values of the five ability parameters will all be "1400."
[0066] Also, for example, when a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values of the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values of the stamina and intelligence ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".
[0067] In this case, the initial upper limit value is derived by adding the initial added value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial added value of the scenario initial added value data.
[0068] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter, or the common base value plus the scenario initial added value may be set as the initial upper limit value of each ability parameter.
[0069] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit value of each ability parameter. When a scenario event occurs, the scenario event addition value linked to that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20".
[0070] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set at all. Also, the timing of occurrence of scenario events may be the same for all scenarios, or may be different.
[0071] In this way, the upper limit of the ability parameters differs depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0072] <Registering characters to be trained> Fig. 6A is a diagram illustrating a development target character selection screen 150. When a player selects a scenario on the scenario selection screen, the development target character selection screen 150 shown in Fig. 6A is displayed. A plurality of character icons 151 are displayed in the center of the development target character selection screen 150, and characters owned by the player are displayed in a list.
[0073] Moreover, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the training target character selection screen 150. Moreover, a return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed at the bottom of the training target character selection screen 150.
[0074] In this embodiment, an initial value of ability parameter is set for each character. The initial value of ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the ability parameter display section 152a. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.
[0075] Additionally, the ability parameter display section 152a displays an initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the training main game when the player can select a scenario or after the player has selected a scenario is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0076] Here, in the ability parameter display section 152a, initial upper limit values that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values of speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values of speed, power, and tenacity are identifiable with respect to the initial upper limit values of stamina and intelligence. Here, as an identifiable display, the initial upper limit values that exceed the common base value are displayed flashing or in a different color.
[0077] Fig. 7A is a diagram illustrating a skill parameter (initial value) table. In this embodiment, as shown in Fig. 7A, the skill parameter (initial value) table stores the initial value of the skill parameter for each character. Then, based on the initial value of the skill parameter stored in the skill parameter (initial value) table, the initial value of the skill parameter is displayed in the skill parameter display section 152a.
[0078] In this embodiment, an initial value of an ability parameter is set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a are provided.
[0079] The initial value of each character's ability parameters is increased by the player's operation, etc. For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or a specified item. As the character's status level increases, the initial value of the character's ability parameters increases.
[0080] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the ability parameter values in the training main game. In other words, the object of the training main game is to train a character with a higher ability parameter value.
[0081] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player are displayed in alphabetical order in the aptitude parameter display section 152b.
[0082] FIG. 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. The initial values of aptitude parameters indicate that A is the most suitable and G is the least suitable. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display section 152b.
[0083] In this embodiment, an initial value of the aptitude parameter is set for each of a plurality of types of aptitude for each character. Specifically, as the aptitude parameters, there are provided aptitude parameters relating to the course aptitude for each of turf and dirt, aptitude parameters relating to the distance aptitude for each of short distance, mile, middle distance, and long distance, and aptitude parameters relating to the running style aptitude for each of breakaway, leading, overtaking, and chasing.
[0084] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the character will be in the race.
[0085] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may be changed in the training main game. In the training main game, the aptitude parameter may be set to S, which is higher in aptitude than A.
[0086] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the development target character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the development target character selection screen 150 are displayed.
[0087] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race, which will be described later. The activation of a skill gives each character an advantage in the race development.
[0088] FIG. 7C is a diagram illustrating a skill table. As shown in FIG. 7C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen 160 as shown in FIG. 6B. Note that a skill cannot be activated simply by possessing it, and can only be activated by acquiring it. In the following, a skill that a character can activate is called an acquired skill.
[0089] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills are skills that can be acquired by consuming skill points, which will be described later, after the start of the main training game. In other words, possessed skills can become acquired skills in exchange for skill points.
[0090] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Also, the skills corresponding to "◯" in the skill table shown in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown in the character details screen 160 of Fig. 6B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0091] In addition, in FIG. 6B, as the skills provided for each character, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b, but this is not limited to the above. For example, the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0092] Furthermore, when the player taps on the event operation section 162 of the character details screen 160, the content of the character details screen 160 changes as shown in Fig. 6C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. In this case, the event operation section 162 is highlighted as shown in Fig. 6C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.
[0093] Fig. 7D is a diagram for explaining a dedicated event table. As shown in Fig. 7D, the dedicated event table stores a dedicated event for each character possessed by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character detail screen 160 as shown in Fig. 6C. The dedicated events may include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0094] The dedicated events displayed on the character detail screen 160 shown in Fig. 6C may be executed in their entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Also, the number of dedicated events provided for each character may increase, for example, as the character level increases, in-game currency or items are consumed, etc. Also, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0095] 6B and 6C, a close operation section 163 marked with "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the development target character selection screen 150 is displayed on the display 26.
[0096] 6A, when the return operation unit 153 is tapped, a scenario selection screen (not shown) is displayed on the display 26. Further, the development target character selection screen 150 is provided with a development information display button 155. When the development information display button 155 is tapped, a development information display screen (not shown) is displayed. The player can check information about the character selected on the development target character selection screen 150 on the development information display screen.
[0097] The training information display screen has a clear goal tab. The objective of the training game is to generate a stronger character by training a character selected as a character to be trained from among the characters possessed by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player needs to train the character to be trained and enter it in a race for each turn.
[0098] Each character has a number of clear goals set. When the clear goal tab is tapped, a list of clear goals set for the selected character is displayed on the training information display screen. In each turn, a race in which the character to be trained can participate is predefined.
[0099] Races also have difficulty levels. For example, some races are graded GI, GII, and GIII, which are called major races. The grades increase in order from GIII, GII, and GI. The higher the grade of the race, the higher the difficulty, and the more fans and rewards you can earn.
[0100] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the base number is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus number and the base number is the number of fans acquired by the character to be trained. For example, if the race result is first place, the larger the difference between the character to be trained and the character who came in second, the larger the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the character who came in first, the larger the correction value.
[0101] Furthermore, the character to be trained will activate a skill with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress during the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0102] In addition, the number of fans may be stipulated as a condition for entering some races. In this case, if the number of fans acquired by the character to be trained is less than the number of fans stipulated as a condition for entering, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the character.
[0103] In this way, multiple goals are set for each character. By achieving the goals, the player can continue the training main game until the final turn. On the other hand, if the player fails to achieve the goals, the training main game ends with that turn.
[0104] As described above, the player can select a character to be trained while checking various information about each character on the training target character selection screen 150 shown in Fig. 6A. Then, when the next operation unit 154 is tapped on the training target character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.
[0105] <Registering a successor character> Fig. 8A is a first diagram illustrating an inheritance character selection screen 170. Fig. 8B is a first diagram illustrating a development character list screen 180. Fig. 8C is a second diagram illustrating an inheritance character selection screen 170. Fig. 8D is a third diagram illustrating an inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0106] An inherited character is a character that inherits ability values, skills, etc., to a character to be trained. A player can select two inherited characters from the training character he or she owns and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of other players can be organized in a deck as an inherited character in one training game.
[0107] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on the inheriting character selection screen 170. When the screen transitions from the training target character selection screen 150 to the inheriting character selection screen 170, as shown in FIG. 8A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.
[0108] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a raised character list screen 180 shown in Fig. 8B is displayed. A My Character tab 181a and a Rental tab 181b are provided on the raised character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a raised character list display area is provided. A raised character icon 182 is displayed in the raised character list display area.
[0109] When the My Character tab 181a is selected, a raised character icon 182 corresponding to a raised character owned by the player is displayed, as shown in Fig. 8B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a friend's representative character, that is, a raised character raised by a friend, is displayed.
[0110] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is provisionally selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in Fig. 8C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character in the provisionally selected state is displayed in first inheritance character selection area 171a.
[0111] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in FIG. 8D.
[0112] Further, information on the inherited character used when raising the development character is linked to the development character and stored. In the first inherited character selection area 171a, information on the inherited character used when raising the development character is displayed.
[0113] FIG. 9 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the ability parameters and aptitude parameters of the training target character based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one training target character. These inheritance characters are training characters that have been generated previously. Therefore, when a training character to be set as an inheritance character is generated, two inheritance characters are set for that training character.
[0114] As shown in FIG. 9, the character to be trained in the training main game that is about to start is defined as the current generation. In addition, the two training characters set as inherited characters for this character to be trained are defined as the first generation of inheritance. Furthermore, for the first generation of inherited training characters, two training characters are set as inherited characters at the start of training. The two training characters that were set as inherited characters when the first generation of inherited training characters were generated are defined as the second generation of inheritance.
[0115] In this case, the characters that have a utility for the current character to be raised are the first and second succession generation characters, as shown in Figure 9. As described above, two succession characters (first succession generation) are set for one character to be raised, so a total of six characters to be raised provide a utility for one character to be raised.
[0116] For example, a first inheritance group is made up of one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character.
[0117] 8D, the first inheritance character selection area 171a shows 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 shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0118] FIG. 10 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the character to be trained is registered as a training character, and at this time, the training character is linked to factor information and stored. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0119] However, the factors acquired by the training character do not affect the ability of the training character itself. For example, the training character can be made to run in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the order of finish and the race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters that run. Since the factors possessed by the training character are not used in the calculation process, even if the character has a large number of factors, the race will not be favorably advanced.
[0120] The factors possessed by a character to be trained only affect the character to be trained when that character is set as an inherited character. Factors that a character to be trained can acquire are classified into a number of types. In FIG. 10, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of a number of stages. Here, three factor levels are provided as factor stages: level 1, level 2, and level 3.
[0121] The factor level is determined by lottery. In this case, after the factors to be acquired by the training character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factor and factor level are determined at the same time.
[0122] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery for determining the factor level, the probability of winning is set to be the lowest at level 3 and the highest at level 1. However, the probability of winning the acquired factor or the probability of winning the factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.
[0123] Basic ability factors increase the ability parameter values and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.
[0124] FIG. 11A is a diagram explaining the utility of basic ability factors. The increase in each ability parameter and the increase in the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".
[0125] Therefore, if all six characters being trained, two from the first generation of inheritance and four from the second generation of inheritance, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase of 21 x 6 characters).
[0126] However, each factor has a timing and a condition for activation, so even if the inherited character has a factor, if the activation condition is not met at the timing for activation, the factor will not be of any benefit to the character being trained.
[0127] As described above, the training main game is composed of a plurality of turns, among which a predetermined turn is set as a factor activation turn. For example, assume that the first, 30th, and 54th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 30th turn is the second activation timing, and the 54th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is activated, the activation condition for that factor is established, and the utility corresponding to the factor is brought about.
[0128] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to determine whether or not a basic ability factor is activated, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different 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 turn and the 54th turn, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 30th turn and the 54th turn, 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%.
[0129] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 8C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Also, the ability parameter display section 152a displays a value to which the increase value for the first turn has been added.
[0130] Also, in FIG. 8D, two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn by the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21", "+63", and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.
[0131] In addition, the increase value of the ability parameter increased by the inheritance characters constituting the first inheritance group and the increase value of the ability parameter increased by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Fig. 8D, the notation "+63" displayed above the ability parameter of power and the notations "+21" and "+42" displayed above the ability parameters of speed and intelligence are color-coded.
[0132] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. Furthermore, the amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of a speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0133] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character to be trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character to be trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation.
[0134] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timing, a lottery is held to determine whether or not to activate. Then, if it is determined that the ability parameter will be activated, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that the ability parameter will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0135] In addition, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not a basic ability factor is activated on a factor-by-factor basis, it is assumed that the basic ability factor is activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter increases.
[0136] On the other hand, when determining whether or not to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit may be increased. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and the upper limit increase according to the factor level.
[0137] 8C and 8D, the initial upper limit value of the ability parameter displayed in ability parameter display section 152a of inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value increased by the basic ability factor has been added. In this way, by displaying the initial upper limit value taking into account the scenario initial additional value and the additional value due to the basic ability factor, convenience when selecting an inheritance character is improved.
[0138] The suitability factors shown in FIG. 10 increase the suitability parameters of the character to be trained. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A character to be trained always acquires one of the six suitability factors. The six suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the first or second generation of inherited characters includes a character to be trained that has a turf factor, the suitability parameter of the turf suitability of the character to be trained increases.
[0139] In addition, the timing and conditions for activating aptitude factors are also set, and it is decided whether or not each aptitude factor will be activated in the same factor activation turn as the basic ability factors. When it is decided that an aptitude factor will be activated, the corresponding aptitude parameter will increase by one level. As an example, in the first turn, the probability of activating an aptitude factor is set to 100%, regardless of the factor level.
[0140] For example, if the aptitude factors of three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the grass and short distance aptitudes of the characters to be trained will increase by two levels, and the mile and middle distance aptitudes will increase by one level.
[0141] Also, for example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are all short distance factors. In this case, the grass aptitude and short distance aptitude of the character to be raised will each increase by three stages. As yet another example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are grass factors, short distance factors, and mile factors, respectively. In this case, the grass aptitude of the character to be raised will increase by four stages, and the short distance aptitude and mile aptitude will each increase by one stage.
[0142] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit of all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character to be trained is A, even if the inherited character has the grass factor, the grass aptitude will not increase in the first turn.
[0143] In contrast, in the 30th and 54th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 30th and 54th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 30th or 54th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 30th and 54th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.
[0144] In addition, the aptitude parameter display section 152b of the inheritance character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.
[0145] A race factor increases the ability parameters of a character to be trained. A race factor is provided for each difficult race (hereinafter referred to as a factor target race) such as a GI among the races that can be entered in the main training game. At the completion of the training game, a lottery is held for each factor target race in which the character to be trained comes in first place to determine whether or not the character to be trained will acquire a race factor. If the lottery is won, the character to be trained can acquire a race factor.
[0146] In addition, the race factors are also assigned a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and the training character can acquire multiple race factors.
[0147] Each race factor is preset with a skill parameter that is increased by activation and the increase value. For example, race factors include a skill that increases the speed skill parameter and a skill that increases the power skill parameter. In this case, the increase value of the skill parameter increases as the factor level increases.
[0148] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 30th and 54th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.
[0149] A character factor is a factor unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, the character factor set for that character is always given to the raised character at the end of the training game. Note that only one character factor is set for one character, so a maximum of one character factor can be acquired by one raised character. Also, if a raised character is generated based on a character that has not been strengthened to a predetermined level, it cannot acquire a character factor.
[0150] In addition, the character factor can be activated on a preset factor activation turn, and is activated by winning a lottery held on the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, a hint for a skill can be obtained. In addition, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0151] FIG. 11B is a diagram explaining the utility of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may be activated at the first activation timing. If a character factor is activated at the first activation timing, the character being trained will obtain a skill hint as described above, but the upper limit of ability parameters will not increase.
[0152] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". The increase in the upper limit is determined by lottery, for example. At this time, the higher the factor level, the higher the increase may be set.
[0153] In this embodiment, the ability parameters whose upper limit value increases due to the activation of the character factor are preset for each character factor. For example, according to character factor A, the upper limit value of stamina increases in the range of "3" to "6", and according to character factor B, the upper limit value of speed increases by "1" and the upper limit value of tenacity increases by "2", or the upper limit value of speed increases by "2" and the upper limit value of tenacity increases by "2". Incidentally, whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the above basic ability factors, or may be determined separately for each utility.
[0154] The skill factors shown in FIG. 10 are imparted based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill that the training character has acquired. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors that correspond to the acquired skills that the training character has acquired. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by lottery.
[0155] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on the factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, and a hint for the skill can be obtained. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0156] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because the acquisition of skill factors is determined by lottery, even if a character has many skills, it may not be able to acquire a skill factor.
[0157] Here, it is assumed that the training character acquires skill factors in addition to the skills already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the already acquired skills possessed by the training character as an inheritance character.
[0158] As described above, the ability parameters of the character to be trained vary greatly depending on the inherited character to be organized in the deck. In addition, even if the ability of the trained character itself is high, whether or not the character acquires factors is determined by lottery, so a trained character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the ability of the trained character itself is not high, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by making it possible to organize the inherited character into the deck, it is possible to bring about the interest of not only training a powerful trained character, but also training a trained character that is effective as an inherited character.
[0159] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. In the case of a combination of characters with good compatibility, the conditions for activating factors are favorable.
[0160] Fig. 12A is a diagram explaining compatibility judgment targets, and Fig. 12B is a diagram explaining compatibility judgment items. As shown in Fig. 12A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be raised and the first inherited generation of raised characters in the first inheritance group. The second judgment target (No. 2) is the current character to be raised and the first inherited generation of raised characters in the second inheritance group.
[0161] The third determination target (No. 3) is the first inheritance generation training character in the first inheritance group, and the first inheritance generation training character in the second inheritance group. The fourth determination target (No. 4) is the current training target character, the first inheritance generation training character in the first inheritance group, and one of the second inheritance generation training characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current training target character, the first inheritance generation training character in the first inheritance group, and the other of the second inheritance generation training character in the first inheritance group (training character B).
[0162] The sixth determination target (No. 6) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character A) in the second inheritance group. The seventh determination target (No. 7) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character B) in the second inheritance group.
[0163] For each of the above-mentioned judgment objects, it is judged whether or not the condition is satisfied for each of the judgment items. An example of the judgment items is shown in Fig. 12B. In this embodiment, as the world view of the game, the characters that can be selected as characters to be trained are students, and each character is set to train at school.
[0164] As shown in Fig. 12B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.
[0165] Each judgment item is associated with an expected compatibility value, and the expected compatibility values of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values differ depending on the judgment item, but the expected compatibility values may be common to all judgment items.
[0166] For example, when judging compatibility, first, it is judged whether all judgment items are satisfied between the current training target character, which is the first judgment target, and the training character of the first inheritance generation of the first inheritance group. At this time, the compatibility expectation value linked to the judgment item that is satisfied is accumulated and counted. In this way, the compatibility expectation value is counted in order from the first judgment target to the seventh judgment target, and the activation probability of the factor is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0167] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Also, 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.
[0168] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inheriting character, or between the inheriting characters themselves, so the combination of two inheriting characters has a significant impact on the training of the character to be trained. In other words, the compatibility between characters is an important factor in selecting an inheriting character.
[0169] As shown in Figures 8B, 8C, and 8D, when an inheritance character is selected, a compatibility mark indicating good 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 8A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0170] 8B, a display switch button 183 is provided on the development character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inheritance characters.
[0171] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190 described later is displayed.
[0172] The player must select two development characters as the inheritance characters on the inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, the next operation unit 154 is grayed out as shown in Figs. 8A and 8C, and the player's operation is not accepted. Also, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the development target character selection screen 150 is displayed.
[0173] <Support card registration> Fig. 13A is a first diagram illustrating a support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Fig. 13A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation section 153 marked "Return" and a start operation section 193 marked "START" are displayed in the lower part of the support card organization screen 190.
[0174] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed as blank spaces.
[0175] In this embodiment, the player can set six types of support cards to the deck. Of the six types that the player can set, some (e.g., five types) can be selected from the support cards that the player owns. In addition, of the six types that the player can set, the other part (e.g., one type) can be selected from the support cards that other players, such as friends, have set as rental cards.
[0176] Fig. 13B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of Fig. 13A, a support card selection screen 200 shown in Fig. 13B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0177] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, the support cards set as rental cards by friends or players selected based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.
[0178] FIG. 14A is a diagram for explaining a support card table. As shown in FIG. 14A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.
[0179] In this embodiment, a rarity is set for each support card. There are three rarity levels: R (rare), SR (super rare), and SSR (super special rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of the support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possessed skills and the number of support events, which will be described later.
[0180] There are 50 levels for the Support Card, from Level 1 to Level 50. The level of the Support Card can be increased by the player, and the level increased by the player is stored for each Support Card. The level of the Support Card can be increased by using in-game currency, items, etc. The level of the Support Card is capped depending on the rarity.
[0181] For example, support cards with an R rarity have a maximum level of 20, support cards with an SR rarity have a maximum level of 25, and support cards with an SSR rarity have a maximum level of 30.
[0182] The upper limit of the level can be increased stepwise when a certain condition is met. For example, the upper limit of a support card with a rarity of R can be increased to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased to a maximum of level 50.
[0183] 14B is a diagram illustrating a support effect table. As shown in FIG 14B, the support effect table stores support effects for each type of support card possessed by the player.
[0184] The support effect is to increase various stats in the main game. Support cards have multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0185] FIG. 14C is a diagram for explaining the possessed skill table. As shown in FIG. 14C, in the possessed skill table, a possessed skill is set for each support card possessed by the player. In this embodiment, a possessed skill is set for each support card so that a character set by the player as a character to be trained possesses the possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.
[0186] Fig. 14D is a diagram illustrating a support event table. As shown in Fig. 14D, the support event table stores support events that may occur for each support card owned by a player. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0187] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that is set in advance.
[0188] The support events may include a first hint event that may occur at the start of a turn in the training game, a second hint event that may occur after the training of the training game is performed, a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after the training of the training game. The first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.
[0189] Fig. 13C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable as shown in Fig. 13C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 13A.
[0190] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 8D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190 as shown in Fig. 13C, the selected support card is provisionally registered, and the final confirmation screen 205 (Fig. 15A) is displayed.
[0191] Fig. 15A is a diagram explaining the final confirmation screen 205. Fig. 15B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the character to be raised selected by the player, the characters to be raised that make up the first inheritance group, the characters to be raised that make up the second inheritance group, and the support card. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the preset currently selected.
[0192] Here, the preset is reservation information for a race in which a character to be trained will run in the training main game. The player can create a preset by selecting any race from all races. It is possible to save multiple presets, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 15B is displayed.
[0193] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping any of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0194] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the game screen 210 (FIG. 17A) is displayed on the display .
[0195] In this embodiment, when registering a support card, there is a restriction so that the character type set as the character to be developed and the character type set as the support character do not overlap.
[0196] As described above, when the character to be developed, the successor character, and the support card are registered, the preparation stage processing is completed.
[0197] <Growth stage treatment> When the preparation stage process is completed, the training stage process is started. The training stage process progresses the training main game in which the character to be trained can be trained. In the following, for ease of understanding, the basic flow of the training main game will first be described.
[0198] FIG. 16 is a diagram for explaining the selection items in each turn. Note that, here, the selection items selectable in each turn differ depending on the type of character to be trained. However, the selection items selectable in each turn may be the same regardless of the type of character to be trained. As shown in FIG. 16, the training main game is made up of the 1st turn to the 78th turn. Various parameters are updated depending on the selection items selected by the player in each turn.
[0199] FIG. 17 is a diagram illustrating a game screen 210. When the process moves to the training stage, the game screen 210 shown in FIG. 17 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The character to be trained is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing in training, which will be described later. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina".
[0200] Furthermore, the character to be trained is provided with a "condition" parameter. The condition display unit 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor condition, poor condition, normal condition, good condition, and excellent condition) so that the character can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters due to training.
[0201] As shown in FIG. 17, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and a multi-level rank (G, G ... + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, S + , S.S., S.S. + It is indicated by 18 levels.
[0202] Specifically, in the status display section 213, the current upper limit value of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," is displayed in the denominator, and the current numerical value (points) is displayed in the numerator. In addition, a rank is displayed above the current numerical value and upper limit value of each ability parameter. In addition, the skill point display section 214 shows the remaining amount of skill points possessed by the character to be trained in the training game as a numerical value.
[0203] Also, as shown in FIG. 17, at the bottom of the game screen 210, a rest operation section 215 marked "Rest", a training operation section 216 marked "Training", a skill operation section 217 marked "Skill", a going out operation section 218 marked "Going Out", and a race operation section 219 marked "Race" are displayed.
[0204] When the rest operation section 215 is selected, a rest event occurs and physical strength is restored. When the training operation section 216 is selected, training, which will be described later, becomes possible. When the skill operation section 217 is selected, a skill becomes possible to be acquired. When the outing operation section 218 is selected, an outing event occurs and mainly physical condition improves.
[0205] When the race operation section 219 is selected, the character to be trained can be made to run in a race. When the race is run, rewards such as in-game currency and fans are awarded according to the finishing order of the character to be trained in the race.
[0206] Races are broadly divided into normal races and special races. In FIG. 16, normal races are indicated as "Race" and special races are indicated as "Special Race." The player can enter the character to be trained in the normal races from the 13th turn to the 72nd turn.
[0207] A target race is set for the character that can be set as the character to be trained. The player must make the character to be trained run in the target race in the turn in which the target race is held. For example, in the example shown in FIG. 16, the player must make the character to be trained run in the target race in the 20th and 30th turns.
[0208] In addition, for all characters that can be set as characters to be trained, the special races held on turns 74, 76, and 78 are set as target races. In this way, on turns when target races are held, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are inoperable, and only the race operation unit 219 and skill operation unit 217 are operable.
[0209] When a rest event occurs, an outing event occurs, training is performed, or a race is run, the current turn ends and the next turn begins. On the other hand, when a skill is acquired, the current turn does not end and another command can be selected.
[0210] Fig. 18A is a first diagram illustrating the training screen 240. Fig. 18B is a 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 .
[0211] As shown in FIG. 18A, near the center of training screen 240, a status display section 213 and a skill point display section 214 are displayed.
[0212] Furthermore, training items are displayed at the bottom of the training screen 240. Here, a speed operation section 241 marked "Speed" and a stamina operation section 242 marked "Stamina" and a power operation section 243 marked "Power" and a will operation section 244 marked "Spirit" and a wisdom operation section 245 marked "Wisdom" are displayed.
[0213] When the player taps once on any of the operation units 241-245, the training item corresponding to the tapped operation unit 241-245 is provisionally selected. At this time, the operation unit 241-245 corresponding to the provisionally selected training item is highlighted. FIG. 18A shows a state in which the power operation unit 243 is provisionally selected. Also, FIG. 18B shows a state in which the stamina operation unit 242 is provisionally selected.
[0214] Additionally, the training level for each training item is also displayed on each of the operation units 241 to 245. The training level is a parameter that increases according to 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.
[0215] Moreover, the operation units 241 to 245 during the provisional selection display a failure rate display unit 246 marked "Failure." The failure rate displayed as a numerical value in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.
[0216] Also, the status display section 213 displays the value of the ability parameter that will increase if the provisionally selected training is successful. For example, in the example shown in Fig. 18A, the power operation section 243 is provisionally selected, and "+8" and "+10" are displayed in "Stamina" and "Power" in the status display section 213. Also, in the example shown in Fig. 18B, the stamina operation section 242 is provisionally selected, and "+15" and "+5" are displayed in "Stamina" and "Spirit" in the status display section 213.
[0217] Furthermore, when the training is successful, the operation units 241 to 245 corresponding to the training item in which a predetermined event occurs display an event notification display 247. The event notification display 247 can be displayed in different manners depending on the type of event.
[0218] 18B, a placed character icon 248 corresponding to the character placed in the provisionally selected training is displayed in the upper right portion of the training screen 240. If the training is successful, a predetermined event may occur corresponding to the character displayed in the placed character icon 248. In this case, an event notification display 247 is displayed on the corresponding placed character icon 248.
[0219] In this embodiment, the characters arranged in the training include support characters and story characters. The story characters are characters that are set in advance for each scenario of the training game. Here, characters that cannot be set as characters to be trained are set as story characters. Also, the story characters are support characters tied to a specific support card. However, the story characters may be characters that are not tied to any support card.
[0220] The story character is placed in the training with the same probability whether a specific support card (a support card linked to the story character) is included in the deck or not. However, when a specific support card is included in the deck, the placement probability of the training may be higher than when the specific support card is not included in the deck.
[0221] When training in which a support character or story character is placed is executed, a second event linked to the placed support character or story character may occur. When this second event occurs, an event notification display 247 is displayed on the placed character icon 248. When training in which a support character or story character is placed is successful, the parameter increase value of the character to be trained is higher than when training in which no character is placed is successful.
[0222] The characters placed in the training include characters other than the support characters and story characters. For example, a character selected by random drawing from among all the support characters implemented in the game may be placed in the training. In this case, the training screen 240 displays a character icon 248 indicating a character other than the support characters and story characters registered by the player.
[0223] In addition, a bond gauge 248a is displayed below the placed character icon 248. The bond gauge 248a visually displays the bond parameters associated with the support character and story character. If the support character or story character is successful in the placed training, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in ability parameters when training is successful, and the more advantageous the training game becomes.
[0224] 18C is a diagram illustrating training result notification screen 240a. When any of temporarily selected operation units 241 to 245 is tapped again, training corresponding to the tapped operation unit 241 to 245 is executed. When the training is executed, training result notification screen 240a is displayed on display 26. The success or failure of the training is notified by training result notification screen 240a.
[0225] FIG. 18C shows an example of a case where the training is successful and a success effect is executed. In the success effect, an image (not shown) of the character to be trained undergoing training is displayed. In addition, in the success effect, the word "Success" is displayed to notify the player of the success of the training. Furthermore, in the success effect, the ability parameters in the status display unit 213 are updated and displayed. Specifically, in the success effect, "UP" is displayed above the ability parameters corresponding to the training item selected by the player, and the numerical value is updated and displayed.
[0226] Here, the value of the ability parameter that increases if the training is successful, which was displayed in the status display section 213 in Fig. 18B, is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. If the training of speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, if the training of wisdom is successful, stamina is restored.
[0227] Furthermore, if training is unsuccessful, a prescribed penalty is given. The contents of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty given when the failure rate is high can be more disadvantageous (for example, a larger decrease in the numerical value of stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty given when the failure rate is low.
[0228] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.
[0229] If the training is unsuccessful, a failure effect is executed on the training result notification screen 240a. The failure effect notifies the user that the training has been unsuccessful. If a penalty is awarded, the content of the penalty is notified by the failure effect.
[0230] 18D is a diagram illustrating the event screen 240b. When the display of the training result report screen 240a ends, the event screen 240b may be displayed on the display 26. Various events are executed on the event screen 240b. Note that multiple events may occur during one turn.
[0231] For example, when the first hint event or the second hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0232] Events include the first and second hint events that provide skill hints, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase mood, events that decrease mood, etc. As will be described in detail later, some events occur in a predetermined turn, and some occur when a certain lottery is won. There are also events that occur at the start of a turn and before the end of a turn.
[0233] In this embodiment, a special event is provided as an event that occurs before the end of a turn when training is successful. This special event, which will be described in detail later, may occur when training in which a story character is placed is successful. When all the events that have occurred are completed, the game screen 210 for the next turn is displayed.
[0234] Fig. 19A is a first diagram illustrating the skill screen 250. Fig. 19B is a second diagram illustrating the skill screen 250. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 250 shown in Fig. 19A is displayed on the display 26.
[0235] A skill display field 251 is displayed on the skill screen 250. The skill display field 251 displays acquired skills, possessed skills preset for the character to be trained, possessed skills acquired due to the occurrence of various events, etc. Furthermore, when a first hint event or a second hint event occurs for a possessed skill, the skill points consumed to acquire the possessed skill are discounted. Here, for possessed skills for which a hint has been obtained, the skill points required to acquire the skill are discounted and displayed. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the skill display field 251.
[0236] Furthermore, the activation conditions and the effect when activated of each skill are displayed for each skill displayed on the skill screen 250. When a possessed skill is acquired by consuming skill points based on the player's operation, "GET" is displayed on the acquired skill as shown in Fig. 19B to notify the player that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 214 and the display is updated.
[0237] Fig. 20A is a first diagram illustrating a race selection screen 260. When the race operation unit 219 on the game screen 210 is operated, the race selection screen 260 shown in Fig. 20A is displayed. The race has a game nature in which the character to be trained races against an NPC.
[0238] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 260. A race selection operation section 261 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 260. A plurality of race selection operation sections 261 may be displayed on the race selection screen 260. A start operation section 262 marked "Start" is displayed at the bottom of the race selection screen 260. The races that can be selected by the race selection operation section 261 of the race selection screen 260 are preset for each turn.
[0239] In addition, race conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the race conditions. As described above, some races have a stipulated number of fans as a race condition. For races in which the stipulated number of fans is not met, the race conditions are displayed on the race selection operation unit 261 as shown in FIG. 20A, and a notice is given that the race cannot be selected.
[0240] FIG. 20B is a diagram illustrating a race start screen 270. When the start operation unit 262 is operated in a state in which the race event of the race to be participated is selected by the race selection operation unit 261, the race start screen 270 shown in FIG. 20B is displayed. A strategy display unit 271 is displayed in the center of the race start screen 270. In addition, the strategy display unit 271 highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 272 marked "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 race to any strategy by operating the strategy change screen.
[0241] Further, at the bottom of the race start screen 270, a result operation section 273 marked "Result" and a race operation section 274 marked "Race" are displayed.
[0242] When the race operation unit 274 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the development of the race (hereinafter also referred to as race video) is displayed.
[0243] FIG. 20C is a first diagram for explaining the race result screen 280. FIG. 20D is a second diagram for explaining the race result screen 280. When the playback of the race video ends, and when the result operation unit 273 is operated, the race result screen 280 is displayed on the display 26. As shown in FIG. 20C, the race result screen 280 displays the finishing order of the characters to be trained in the race. Also, as shown in FIG. 20D, the race result screen 280 displays the current class of the characters to be trained.
[0244] In this embodiment, the characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class, and here, the characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 280 displays the number of fans acquired in the current race. The race result screen 280 also displays the total number of fans, which is the sum of the newly acquired number of fans and the number of fans previously acquired. The current class corresponding to the accumulated number of fans is also displayed in an identifiable manner.
[0245] 21 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.
[0246] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that may occur during the training main game are predetermined.
[0247] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.
[0248] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario appears only when the first scenario is selected, and does not appear when another scenario is selected.
[0249] A scenario-common event is an event that appears in common across multiple scenarios, and therefore appears when the first scenario is selected and when the second scenario is selected.
[0250] Here, it is assumed that scenario events include scenario-specific events and scenario-common events, although only one of the scenario-specific events and the scenario-common events may be provided.
[0251] As described above, the dedicated events are events that are set in advance for each character. In the training main game, a dedicated event appears for the character that the player registered as the character to be trained in the setting game, i.e., in the preparation stage processing.
[0252] As described above, the support event is an event that is preset for each support card. In the training main game, a support event appears that is linked to the support card that the player registered in the setting game. The 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 performed. Whether or not the first event occurs is determined at the start of a turn based on a random number obtained randomly and a first event table.
[0253] After the determination process of each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.
[0254] In this embodiment, the first event is selected by lottery from among the support events associated with the support cards registered in the deck by the player in the preparation stage process. However, this is not limited to this, and a support event associated with a support card selected by lottery from among all support cards implemented in the game may be selectable. In this case, the selection probability of a support event associated with a support card registered in the deck may be higher than the selection probability of a support card event associated with a support card not registered in the deck.
[0255] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event and a support event will occur is determined based on the character to be trained and the support card, respectively. These event types are classified according to the information that is referenced when determining whether an event will occur.
[0256] In contrast, in this embodiment, each event is classified into one of six event classifications depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event classifications: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.
[0257] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character to be trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character to be trained. The story event is an event that displays a story related to the characters that appear in the training game. Some story events change ability parameters or aptitude parameters in addition to displaying a story.
[0258] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.
[0259] In this embodiment, the turn start process includes a process for determining a scenario event, a process for determining a dedicated event, and also includes "a process for determining whether a first event will occur", "a process for determining whether a support character will be positioned", "a process for determining whether a story character will be positioned", "a process for determining an increase in ability parameters", "a process for determining whether a second event will occur", and "a process for determining whether a special event will occur" as shown in Fig. 21. Note that various other processes are also executed in the turn start process, but here, the processes shown in Fig. 21 will be explained in order.
[0260] <Process to determine whether the first event has occurred> The first event is selected by lottery from among the support events (first events) associated with the support cards registered by the player in the preparation stage process. Specifically, at the start of a turn, a random number is randomly acquired, and based on the acquired random number and the first event table, the occurrence or nonoccurrence of the first event and the contents of the first event are determined. In the first event table, a selection ratio of "occurring" or "not causing" the first event is set. In this embodiment, the first event includes four types of events, namely, event a, event b, event c, and event d. For example, in the first event table, the probability of "occurring" each event (events a to d) is set to 20%, and the probability of "not causing" the first event is set to 20%. The selection ratio of the first event may be set individually for each support card, i.e., for each support character.
[0261] <Process to determine whether or not to place support characters> Fig. 22A is a diagram illustrating a support character placement table. As shown in Fig. 22A, the support character placement table has a selection ratio of the support character's training item placement ("place in one of the training items" or "not placed"). In this embodiment, the placement of support characters corresponding to all support cards registered in the deck is determined based on the placement table shown in Fig. 22A.
[0262] Specifically, at the start of a turn, a random number is randomly obtained, and the presence or absence of training item placement for each support character is determined based on the obtained random number and the placement presence or absence table. In the example shown in Figure 22A, the support characters are placed in the training items of speed, stamina, power, tenacity, and wisdom with a probability of 30%, 10%, 20%, 10%, and 10%, respectively.
[0263] As shown in Fig. 14A, a plurality of types of favorite training are set for the support character. Here, the selection ratio of the support character to each training item is set so that the training item corresponding to the favorite training is higher than the training item corresponding to the other than the favorite training.
[0264] <Process for determining whether or not to place story characters> Fig. 22B is a diagram for explaining the story character placement table. As shown in Fig. 22B, the story character placement table sets a selection ratio of the placement of training items for story characters. Note that although the tables to be referenced for the placement of story characters and the placement of support characters are different, the selection method is the same.
[0265] In the example shown in FIG. 22B, a story character is placed in each of the five training items with a probability of 10%. Therefore, in each turn, the probability that a story character is placed in a training item is 50%. However, the probability that a story character is placed may differ for each training item. Note that, here, only one story character is provided. However, multiple story characters may be provided. In this case, the probability that each story character is placed in each training item may differ.
[0266] <Process to determine the increase in ability parameters> FIG. 23A is a diagram illustrating a training level table. As shown in FIG. 23A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, each training level related to speed, stamina, power, guts, and wisdom is set to "Level 1", when the number of times each training is selected is 4 or more and 7 or less, each training level is set to "Level 2", when the number of times each training is selected is 8 or more and 11 or less, each training level is set to "Level 3", when the number of times each training is selected is 12 or more and 15 or less, each training level is set to "Level 4", and when the number of times each training is selected is 16 or more, each training level is set to "Level 5".
[0267] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.
[0268] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0269] Stamina training is also performed, and if successful, the values of the stamina and tenacity ability parameters are increased.
[0270] Additionally, power training is performed, and if successful, the values of the stamina and power ability parameters are increased.
[0271] Furthermore, guts training is performed, and if successful, the values of the ability parameters of speed, power, and guts increase.
[0272] Additionally, intelligence training is performed, and if successful, the values of the speed and intelligence ability parameters are increased.
[0273] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a fixed increase value determined in accordance with the training item and training level performed to a bonus addition value, which will be described later, and then adding that value to the fixed increase value.
[0274] Fig. 23B is a diagram for explaining a fixed increase value (speed) table. Also, Fig. 23C is a diagram for explaining a fixed increase value table (power). That is, Fig. 23B shows a fixed increase value when the training item is speed. Also, Fig. 23C shows a fixed increase value when the training item is power.
[0275] As shown in Figures 23B and 23C, the fixed increase value table stores fixed increase values determined according to the training item and training level performed. In this embodiment, as shown in Figures 23B and 23C, the higher the training level, the greater the increase in ability parameter.
[0276] Although not described here, there are also provided fixed increase value tables for stamina, tenacity, and wisdom when these are selected as training items.
[0277] In addition to the above-mentioned fixed increase value, a bonus addition value is determined based on the support characters arranged for each training item. For example, the bonus addition value is calculated based on the number and type of support characters arranged for the training item. At this time, the more support characters arranged, the larger the bonus addition value becomes.
[0278] Also, for example, the higher the bond parameter of the placed support character, the larger the bonus addition value. It is assumed that one or more training items are set as specialty training for each support character. When a support character is placed in specialty training, if the bond parameter of the support character is equal to or greater than a predetermined value, the calculated increase in ability parameter may be multiplied by a predetermined increase rate. In this way, the increase in ability parameter of the character to be trained when training is successful is determined for all training types.
[0279] <Process to determine whether the second event has occurred> FIG. 24 is a diagram illustrating the second event table. The second event is selected by lottery from among the support events (second events) linked to the support cards corresponding to the support characters arranged in each training item. Specifically, after the "process of determining whether or not a support character is arranged", a random number is randomly obtained, and whether or not the second event occurs is determined based on the obtained random number and the second event table. In the second event table, a selection ratio of "occurring" or "not occurring" the second event is set.
[0280] For example, as shown in FIG. 24, the second events include four types of events: event A, event B, event C, and event D. For example, in the second event table, the probability of "occurring" each event (events A to D) is set to 5%, and the probability of "not causing" the second event is set to 80%. Note that the selection ratio of the second event may be set individually for each support card, i.e., support character.
[0281] In this embodiment, after the "processing for determining whether or not a support character is placed", a process for determining whether or not a second event will occur is performed for all support characters placed in each training item. Then, based on the determination that a second event will occur, an event notification display 247 is displayed on the training screen 240. If the player selects a training in which a character for which the occurrence of a second event has been determined is placed, the second event will occur after the training is performed.
[0282] For example, if the appearance of a second hint event of a support character arranged in speed training is determined, when speed training is executed, the second hint event always appears after the training is executed. However, if training other than speed is executed, this second hint event does not appear after the training is executed. In this case, if the occurrence of a second event has been determined for two or more characters, which second event is to be generated is determined by lottery or by the priority of a preset support event, etc.
[0283] For example, it is determined which of the multiple second events is to be generated with equal probability. However, without being limited thereto, weighting may be set according to the type of the second event, and it may be determined which of the multiple second events is to be generated according to the set weighting. Note that, when the generation of a second event is determined for two or more characters, all of the determined second events may be generated.
[0284] Here, for example, when the appearance of the second event is determined, appearance information indicating whether or not the support event will appear may be linked to the support card or support character linked to the second event, and stored in the server 1000. More specifically, linking information linking the appearance information to the character ID of the support character or the support card ID of the support card linked to the support character may be stored in the server 1000.
[0285] <Process to determine whether a special event has occurred> FIG. 25A is a diagram explaining the occurrence conditions of a special event. FIG. 25B is a diagram explaining the occurrence probability of a special event. A special event is an event linked to a story character. A special event has multiple occurrence conditions, and occurs when all of the occurrence conditions are satisfied. The occurrence conditions of a special event include a predetermined turn (here, the 4th turn to the 72nd turn). Therefore, a special event can only occur from the 4th turn to the 72nd turn.
[0286] The conditions for the special event to occur include the story character being placed in a training, winning a lottery for the event to occur, and succeeding in the training in which the story character is placed. The lottery for the event to occur is held when the story character is placed in any training.
[0287] In this embodiment, the probability of winning in the lottery varies depending on the value of the bond parameter of the story character. Specifically, the bond parameter of the story character is 0 at the start of the training main game. After that, each time the story character succeeds in the training in which it is placed, the bond parameter of the story character increases by a predetermined value (for example, 5). Note that an upper limit is set for the bond parameter, and in this example, the upper limit is set to 100.
[0288] When the bond parameter value of a story character is 0 to 19, the probability that a special event will be determined to occur in the occurrence lottery is set to 5%. Similarly, when the bond parameter value of a story character is 20 to 39, 40 to 69, 70 to 99, or 100, the probability that a special event will be determined to occur in the occurrence lottery is set to 10%, 20%, 30%, and 40%, respectively. Therefore, as the story character's bond parameter increases with the progress of the training main game, the probability of a special event occurring increases.
[0289] In this manner, in this embodiment, when a story character is successful in the training in which the story character is placed, the bond parameter associated with the story character is updated. The probability of a special event occurring varies depending on the bond parameter.
[0290] In addition, the special event has a plurality of execution patterns. At the start of a turn, only whether or not the special event occurs is determined, and the execution pattern is determined after the end of training. However, the execution pattern of the special event may be determined at the start of a turn.
[0291] FIG. 26A is a diagram explaining the arrangement of story characters. FIG. 26B is a diagram explaining a battle item. FIG. 26C is a diagram explaining a result notification screen 240d. FIG. 26D is a diagram explaining a reward acquisition screen 240e. As shown in FIG. 26A, it is assumed that a story character is arranged in a power training item. It is also assumed that an occurrence lottery has been won and a special event can occur. In this case, an event notification display 247 is displayed on the operation unit of the training item in which the story character is arranged.
[0292] In this case, the operation unit of the training item in which the story character is placed displays the same event notification display 247 as that displayed when other events occur. However, the identification mark that notifies the state in which a special event can occur may be different from the identification mark that notifies the state in which other events can occur (event notification display 247 in this case). In other words, a dedicated identification mark may be provided to notify the state in which a special event can occur.
[0293] This special identification mark may indicate, for example, the number of victories in the same battle item as the training item in which the story character is placed. In any case, when a special event is linked to other events in a plurality of training items, the identification mark may be displayed so that the special event can be distinguished from the other events. The identification mark indicating that a special event can occur may also be displayed on the training operation unit 216 of the game screen 210.
[0294] In this state, if the power training item is selected and the training is successful, a training success effect is executed. In addition, as the training is successful, the stamina and power ability parameters increase. In this way, when a series of effects related to the success of the training ends, a special event occurs. When the special event occurs, a battle item selection screen 240c is displayed as shown in FIG. 26B. Three battle item selection sections 290 are displayed on the battle item selection screen 240c.
[0295] Here, the special event is a content in which the character to be trained competes against a predetermined opponent character in a predetermined battle item. The battle item selection screen 240c allows the player to select a battle item. Then, the execution pattern of the special event is determined based on the selected battle item. There are six battle items: speed, stamina, power, guts, wisdom, and physical strength, and three battle items are selected by lottery from these six battle items.
[0296] FIG. 27A is a diagram illustrating a battle item determination table. When a player wins the occurrence lottery and succeeds in the training in which a story character is placed, a battle item is determined by referring to the battle item determination table. According to the battle item determination table, speed, stamina, power, tenacity, and intelligence are determined with a probability of 18%, and physical strength with a probability of 10%. In this embodiment, the lottery for determining the battle items is repeatedly executed until three different battle items are determined. Here, the three battle items that the player can select are all determined to be different. However, the same battle item may be determined more than once.
[0297] As shown in FIG. 26B, the three battle item selection sections 290 are associated with battle items determined by lottery. In the example shown in FIG. 26B, the battle item of speed is associated with the upper battle item selection section 290, the battle item of power is associated with the middle battle item selection section 290, and the battle item of guts is associated with the lower battle item selection section 290. Then, a prediction mark 290a is displayed in each battle item selection section 290. The prediction mark 290a notifies the prediction of the battle result with the opponent.
[0298] FIG. 27B is a diagram for explaining the relationship between the success rate and the predicted mark 290a. Although the details will be described later, when a special event occurs, the success rate is set for each battle item. The success rate is set to one of 20%, 30%, 40%, 50%, 60%, 70%, and 80%. When the success rate is 20% or 30%, the predicted mark 290a of a cross mark is determined. When the success rate is 40% or 50%, the predicted mark 290a of a triangle mark is determined. When the success rate is 60% or 70%, the predicted mark 290a of a circle mark is determined. When the success rate is 80%, the predicted mark 290a of a double circle mark is determined. The predicted mark 290a determined based on the success rate is displayed in the battle item selection section 290 as shown in FIG. 26B.
[0299] FIG. 28A is a diagram explaining the first success rate determination table. FIG. 28B is a diagram explaining the second success rate determination table. FIG. 28C is a diagram explaining the third success rate determination table. FIG. 28D is a diagram explaining the fourth success rate determination table. FIG. 28E is a diagram explaining the fifth success rate determination table. FIG. 28F is a diagram explaining the sixth success rate determination table. The success rate is determined by referring to any one of the first success rate determination table to the sixth success rate determination table.
[0300] Here, if the battle item is other than stamina, the success rate is determined by referring to any one of the first success rate determination table to the fifth success rate determination table. Also, if the battle item is stamina, the success rate is determined by referring to the sixth success rate determination table.
[0301] If the battle item is other than stamina, the success rate is determined based on the value of the ability parameter of the battle item and the number of wins. In this embodiment, the number of wins indicates how many times the character to be trained wins the current special event if the character to be trained wins against the opponent. For example, assume that the character to be trained has not won a single special event until the occurrence of the special event. In this case, if the character wins the special event, the number of wins will be one. When aiming for the first win in the special event, the success rate is determined by referring to the first success rate determination table shown in FIG. 28A. In other words, when the character has not yet won the special event, that is, when there are 0 wins, the success rate is determined by referring to the first success rate determination table.
[0302] According to the first success rate determination table, a success rate is stipulated for each ability parameter value. Here, the ability parameter referred to when determining the success rate is the ability parameter of the battle item. For example, when the success rate is determined for the battle item of speed, the ability parameter of speed is the target. Similarly, for example, when the success rate is determined for the battle item of power, the ability parameter of power is the target.
[0303] According to the first success rate determination table, if the target ability parameter is 99 or less, the success rate is determined to be 20%. If the target ability parameter is 100 to 199, 200 to 249, 250 to 299, or 300 or more, the success rate is determined to be 40%, 60%, 70%, or 80%, respectively.
[0304] Also, if the number of wins is two, i.e., if the number of wins in the special event so far is one, the success rate is determined by referring to the second success rate determination table shown in Fig. 28B. According to the second success rate determination table, when the target ability parameter is 99 or less, 100 to 199, 200 to 399, 400 to 499, and 500 or more, the success rate is determined to be 20%, 40%, 60%, 70%, and 80%, respectively.
[0305] Also, if the number of wins is three, i.e., if the number of wins in the special event so far is two, the success rate is determined by referring to the third success rate determination table shown in Fig. 28C. According to the third success rate determination table, when the target ability parameter is 199 or less, 200 to 399, 400 to 499, 500 to 599, and 600 or more, the success rate is determined to be 20%, 40%, 60%, 70%, and 80%, respectively.
[0306] Also, if the number of wins is four, i.e., if the number of wins in the special events up to now is three, the success rate is determined by referring to the fourth success rate determination table shown in Fig. 28D. According to the fourth success rate determination table, when the target ability parameter is 299 or less, 300-399, 400-599, 600-799, and 800 or more, the success rates are determined to be 20%, 40%, 60%, 70%, and 80%, respectively.
[0307] Also, if the number of wins is 5 or more, i.e., if the number of wins in the special events up to now is 4 or more, the success rate is determined by referring to the fifth success rate determination table shown in Fig. 28E. According to the fifth success rate determination table, when the target ability parameter is 399 or less, 400 to 599, 600 to 799, 800 to 999, and 1000 or more, the success rate is determined to be 20%, 40%, 60%, 70%, and 80%, respectively.
[0308] In this way, the fewer the number of wins, the higher the success rate is determined, even if the value of the target's ability parameter is low. In other words, the more the number of wins, the higher the value of the target's ability parameter required to be determined to a certain success rate. Therefore, the more successful a special event is, the higher the difficulty of succeeding in subsequent special events. Also, regardless of the number of wins, the higher the target's ability parameter, the higher the success rate.
[0309] On the other hand, if the battle item is stamina, the success rate is determined based on the value of stamina at that time. Specifically, if the battle item is stamina, the success rate is determined by referring to the sixth success rate determination table shown in FIG. 28F, regardless of the number of wins. According to the sixth success rate determination table, if the stamina is 49 or less, 50 to 59, 60 to 79, and 80 or more, the success rates are determined to be 20%, 30%, 50%, and 60%, respectively.
[0310] Returning to Fig. 26B, according to the success rate determined as described above, a predicted mark 290a is displayed in the match item selection section 290. The player can select a match item by referring to the predicted mark 290a.
[0311] When the player taps on any of the battle item selection sections 290, a result notification screen 240d is displayed to notify the result of the special event, as shown in FIG. 26C. The results of the special event are broadly classified into success, in which the character to be trained wins against the opponent, and failure, in which the character to be trained is defeated by the opponent. When the player selects a battle item, the success or failure of the special event is determined based on the success rate determined as described above.
[0312] The image displayed on the result notification screen 240d differs depending on the result of the special event. In other words, the execution pattern of the special event includes a first execution pattern in which the mission of defeating the opponent is accomplished, and a second execution pattern in which the mission is not accomplished. The result notification screen 240d notifies the player of the outcome, i.e., whether the mission is accomplished or not.
[0313] After the result notification screen 240d is displayed, a reward acquisition screen 240e is displayed as shown in Fig. 26D. When a special event occurs and the mission is accomplished, in other words, when the special event is executed in the first execution pattern in which the mission is accomplished, a reward is awarded to the player. The reward acquisition screen 240e notifies the player of the reward to be awarded.
[0314] FIG. 29 is a diagram explaining rewards for special events. When a player succeeds in a special event, the rewards shown in FIG. 29 are given to the player for each battle item selected by the player. Here, if the battle item selected by the player is other than stamina, the rewards given are the additional value of the ability parameter of the battle item, the additional value of the upper limit, skill points, and skill hints (level of hints). Also, the more victories a player has, i.e., the more successful he or she is in the special event, the more advantageous the rewards the player can obtain.
[0315] Furthermore, if the battle item selected by the player is stamina, the player is given a randomly determined additional value for the ability parameter, an additional value for the upper limit, skill points, and a skill hint (hint level) as rewards.
[0316] As described above, in this embodiment, the update value of each status of the character to be trained differs depending on the number of wins in the special event, i.e., the number of times the mission is accomplished. However, the update value of each status of the character to be trained is merely an example. For example, the update value of each status may be set to be smaller as the number of wins increases. Furthermore, when a special event occurs, for example, only skill points may be updated as a status. Furthermore, ability parameters may be updated randomly or in advance, regardless of the battle item selected by the player.
[0317] For example, if the battle item is speed and the ability parameter of speed has reached its upper limit, an ability parameter that has not reached its upper limit may be determined by lottery, and the value of the determined ability parameter may be updated.
[0318] In addition, in this case, if the special event is unsuccessful, i.e., if the character to be trained is defeated by the opponent, no penalty is given. However, if the special event is unsuccessful, a predetermined penalty may be given.
[0319] As described above, according to this embodiment, the player can select one of a plurality of training items. Furthermore, a character to be linked to the training item is determined. Furthermore, the status of the character to be trained changes based on the training item selected by the player. Then, an event occurs when a character is linked to the training item selected by the player. At this time, if the character linked to the training item is a story character and satisfies the occurrence condition, a special event occurs in one of a plurality of execution patterns with mutually different event results based on the status of the character to be trained. At this time, the status of the character to be trained is updated based on the execution pattern of the special event that has occurred.
[0320] According to this embodiment, the status of the character to be trained is updated when a special event occurs. Furthermore, the success rate, i.e., the execution pattern of the special event, may differ depending on the status of the character to be trained. In this way, this embodiment provides new gameplay, which increases the player's motivation to play. Furthermore, a high level of strategy is required for special events, which increases the interest of the game.
[0321] Fig. 30A is a first diagram illustrating the training completion screen 310. Fig. 30B is a second diagram illustrating the training completion screen 310. Fig. 30C is a third diagram illustrating the training completion screen 310. When the training game ends, as shown in Fig. 30A, the training completion screen 310 is displayed on the display 26. On the training completion screen 310, first, the training rank of the trained character is displayed, and then, as shown in Fig. 30B, an evaluation point is displayed.
[0322] 30C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 310. At this time, a close operation unit 311 is provided on the training completion screen 310. When the close operation unit 311 is tapped, the training completion screen 310 is hidden, and the home screen 100 is displayed on the display 26.
[0323] When the training game ends, a lottery is held to determine the factors that the character to be trained will acquire, and the factor information is stored in association with the character to be trained. Although not shown in the drawings, the player can display the factor information acquired by the character to be trained on the training completion screen 310.
[0324] As described above, in the training game, a training character is generated having ability parameters, aptitude parameters, acquired skills, etc. In the training game, the placement of support characters and the occurrence of various events are determined by lottery, so even if the same character is designated as a character to be trained, training characters having different parameters are generated.
[0325] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0326] (Functional configuration of player terminal 1) 31 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0327] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Fig. 31 are just examples, and the terminal-side game control program includes many other programs.
[0328] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information storage area 751.
[0329] Various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training characters trained in the training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, information about characters that can be set as characters to be trained, etc., is considered to be player information. The player information is stored in the player information storage unit 750.
[0330] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0331] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0332] When various information is set in the player terminal 1, the information setting processing unit 700a stores information related to the setting as player information in the player information storage unit 750. In addition, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.
[0333] The training game executing unit 701a executes all processing related to the training game. Specifically, the training game executing unit 701a executes a preparation stage process and a training stage process.
[0334] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.
[0335] (Functional configuration of server 1000) 32 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0336] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that the programs listed in Fig. 32 are just examples, and the server-side game control program includes many other programs.
[0337] The data storage area 1012b is provided with a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Note that the data storage area 1012b is also provided with many other storage units. Here, the game information of all players is linked to a player ID and stored in the game information storage unit 1151. Also, the player information of all players is linked to a player ID and stored in the player information storage unit 1150.
[0338] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.
[0339] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game end processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.
[0340] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.
[0341] The training game executing unit 1101a executes all processing related to the training game. Specifically, the training game executing unit 1101a executes a preparation stage process and a training stage process.
[0342] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines factors that the trained characters will acquire by lottery. Then, the training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training is stored in the game information storage unit 1151 in association with the player ID.
[0343] 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 processing contents and the range of player information they store are different. Also, the training game executing unit 701a and the training completion time processing unit 702a in the player terminal 1 and the training game executing unit 1101a and the training game end processing unit 1102a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.
[0344] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0345] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 33 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the training game. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is an arbitrary integer), and the processing in the server 1000 is indicated as Sn (n is an arbitrary integer).
[0346] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input of the player. In this information setting processing, update information is transmitted to the server 1000. In the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0347] In addition, the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, friend information, which is information about friends, is updated. In addition, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to execute the training game. When the game points are below the upper limit value, the information setting processing unit 700a and 1100a measure time and grant a predetermined amount of game points to the player at predetermined time intervals.
[0348] Assume that a training game start operation (tap on the training game operation unit 104) to start the training game is input in the player terminal 1. When the training game start operation is input, the training game execution unit 701a displays a scenario selection screen (P5) and then executes a preparation stage process (P6). The training game execution unit 701a allows the player to select multiple scenarios on the scenario selection screen, in which at least some of the events occurring during the training game are different from each other. During the preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game execution unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.
[0349] Fig. 34 is a first flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 35 is a second flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 36 is a third flowchart explaining the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether a scenario selection screen is being displayed on the display 26 (P6-1).
[0350] When the scenario selection screen is displayed (YES in P6-1) and a decision operation is input to decide the scenario (YES in P6-2), the training game executing unit 701a provisionally registers a scenario ID corresponding to the scenario selected by the player (P6-3).The training game executing unit 701a also derives an initial upper limit value for each ability parameter (P6-4).
[0351] Specifically, the training game executing unit 701a derives an initial upper limit value of each ability parameter by adding the scenario initial additional value to a common base value based on the scenario initial additional value data and the scenario selected by the player. That is, a process of setting the upper limit value of the ability parameter is performed based on the scenario initial additional value data, which is linked to the scenario and derives the upper limit value of the ability parameter updated during the training game, and in which the values for at least some ability parameters differ depending on the scenario, and the scenario selected by the player.
[0352] When the initial upper limit value is derived in P6-4, the training game executing unit 701a switches the screen of the display 26 to the main character selection screen 150 (P6-12). At this time, the ability parameter display section 152a of the main character selection screen 150 displays the initial upper limit value derived in P6-4.
[0353] Furthermore, when the main character selection screen 150 is being displayed (YES in P6-5) and a display switching operation to switch the screen display is input (YES in P6-6), the training game executing unit 701a switches the display screen of the display 26 (P6-12).
[0354] In addition, when a selection operation (tap on character icon 151) is input on the main character selection screen 150 (YES in P6-7), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-8) and switches the display screen (P6-12).
[0355] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-9), the training game execution unit 701a provisionally registers the character provisionally stored in the above P6-8 as the main character (P6-10). Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-11), and displays the inherited character selection screen 170 (P6-12).
[0356] Also, as shown in FIG. 35, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-21) and a display switching operation to switch the screen display is input (YES in P6-22), the training game executing unit 701a switches the display screen of the display 26 (P6-33).
[0357] Here, display switching operations on the inheritance character selection screen 170 or the development character list screen 180 include tapping the skill display button 172 shown in FIG. 8B, pressing and holding the development character icon 182, and tapping the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, development information display tab 188c, and close operation section 188d in the character details dialog 185A shown in FIG. 13.
[0358] For example, when the skill display button 172 is tapped on the training character list screen 180, the training game executing unit 701a displays the skill display dialogue 185B on P6-33. When the training character icon 182 is pressed and held on the training character list screen 180, the training game executing unit 701a displays the character details dialogue 185A on P6-33. When the nickname 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 on the character details dialogue 185A, the screen corresponding to each operation unit is switched.
[0359] In addition, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-23), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inherited character (P6-24) and switches the display screen (P6-33).
[0360] It should be noted that here, the display in the ability parameter display section 152a is updated based on the numerical value and upper limit value of the ability parameter that increases due to the basic ability factor linked to the inherited character.
[0361] Furthermore, when a confirmation operation (tap of the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-25), the training game execution unit 701a provisionally registers the inheritance character provisionally stored in P6-23 (P6-26) and displays the support card composition screen 190 on the display 26 (P6-33).
[0362] Furthermore, when the support card selection screen 200 is being displayed (YES in P6-27) and a selection operation (tap on the card icon 201 of the support card) is input on the support card selection screen 200 (YES in P6-28), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-29) and switches the display screen (P6-30).
[0363] Also, when the support card organization screen 190 is being displayed (YES in P6-31) and a display switching operation to switch the screen display is input (YES in P6-32), the training game executing unit 701a switches the display screen of the display 26 (P6-33).
[0364] Also, as shown in FIG. 36, when the preset selection screen 205A is being displayed (YES at P6-41 in FIG. 36) and a display switching operation to switch the screen display is input (YES at P6-42), the training game executing unit 701a switches the display screen of the display 26 (P6-25).
[0365] In addition, when a selection operation (tap on the select operation unit 206c) is input on the preset selection screen 205A (YES in P6-43), the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed (P6-44) and switches the display screen (P6-45).
[0366] Furthermore, when the final confirmation screen 205 is being displayed (NO in P6-41) and a display switching operation to switch the screen display is input (YES in P6-46), the training game executing unit 701a switches the display screen of the display 26 (P6-47).
[0367] Furthermore, when a confirmation operation (tap on the start operation unit 205b) is input on the final confirmation screen 205 (YES in P6-48), the training game executing unit 701a judges whether the game points are equal to or greater than a predetermined value (e.g., 30) (P6-49). If the game points are equal to or greater than the predetermined value (YES in P6-49), the training game executing unit 701a transmits confirmation information to the server 1000 (P6-50).
[0368] The confirmation information includes information for identifying the provisionally registered main character, inherited character, and support card. When the confirmation information is received, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered main character, inherited character, and support card in the preparation stage process (S6 in FIG. 33). The server 1000 also determines whether or not all conditions for starting the training game are met. If it is determined that all conditions for starting the training game are met, the training game executing unit 1101a stores various types of game information registered in the player terminal 1 in the game information storage unit 1151. The training game executing unit 1101a also causes the player terminal 1 to receive the permission information.
[0369] After transmitting confirmation information (P6-50) in the player terminal 1, when permission information is received (YES in P6-51), the training game executing unit 701a registers the scenario ID provisionally registered in P6-3 (P6-52). Here, the training game executing unit 701a also registers the initial upper limit value of each ability parameter based on the initial upper limit value derived in P6-4 and the basic ability factor associated with the inherited character provisionally registered in P6-26.
[0370] The training game executing unit 701a also registers the main character provisionally registered in the above P6-10 (P6-53). The training game executing unit 701a also registers the inherited character (developed character) provisionally registered as the inherited character in the above P6-26 and the support card provisionally stored in the above P6-29 in the deck.
[0371] The training game executing unit 701a also registers the preset reservation selection information temporarily stored in the above P6-44 (P6-54). The training game executing unit 701a also displays the game screen 210 on the display 26 (P6-57). This ends the preparation stage process.
[0372] Returning to FIG. 33, when the preparation stage process (P6) is completed, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses in the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, some or all of the processes in the training stage process (P7) in the player terminal 1 described below may be performed in the training stage process (S7) in the server 1000, and some or all of the processes in the training stage process (S7) in the server 1000 may be performed in the training stage process (P7) in the player terminal 1.
[0373] 37 is a flowchart explaining the training stage processing in the server 1000. If it is the start of a turn (YES in S7-1), the training game executing unit 1101a of the server 1000 executes a turn start processing (S10). After the turn start processing is executed, the training game executing unit 1101a executes a turn in-progress processing (S20).
[0374] 38 is a flowchart explaining the turn start process in the server 1000. The training game executing unit 1101a of the server 1000 determines whether the current turn is the final turn (the 78th turn) (S10-1). If it is the final turn (YES in S10-1), the training game executing unit 1101a checks the number of wins in the special event (S10-2).
[0375] Next, the training game executing unit 1101a determines the parameters of the opponents who will run in the special race (S10-3). Here, if the number of wins confirmed in S10-2 is equal to or greater than a predetermined number, the parameters are determined so that the specific opponent (hereinafter, referred to as the specific character) will be stronger. As described above, in the training main game, special events may occur repeatedly. In special events, the character to be trained always competes against the specific character. In this battle, the character to be trained may either win or lose against the specific character.
[0376] In the special race held in the final turn, for example, 16 characters including the character to be trained will participate. The 16 characters include a specific character who is an opponent in the special event. The more times the player wins against an opponent in the special event, the stronger the parameters of the specific character will be. In other words, the more times the player wins against a specific character in the special event, the higher the difficulty level of the special race in the final turn will be.
[0377] In this example, the parameters of a specific character are enhanced depending on the number of wins in the special event. However, the appearance of the specific character may change instead of the parameters. Alternatively, the characters participating in the special race may change depending on the number of wins in the special event. Furthermore, the parameters of all characters participating in the special race may change depending on the number of wins.
[0378] In any case, in this embodiment, a special race (battle event) in which the character to be trained competes against an opponent occurs at the final turn (predetermined timing). The opponent or difficulty level of the special race (battle event) varies depending on the number of victories (number of missions completed).
[0379] As described above, the special race is held three times: at turns 74, 76, and 78. Here, the parameters of the specific character change depending on the number of wins only at turn 78, but the parameters of the specific character may change in all special races.
[0380] However, it is not essential that the characters participating in the special race or the parameters of the characters change depending on the number of wins. In other words, in the special race, opponents with common parameters may run regardless of the number of wins.
[0381] If the current turn is not the final turn (NO in S10-1) but is a factor activation turn (YES in S10-4), the training game execution unit 1101a executes an activation factor determination process (S10-5). In this activation factor determination process, it is determined whether or not to activate a factor for each registered inherited character.
[0382] In addition, the training game executing unit 1101a executes a process for determining whether or not a first event occurs (S10-6). Specifically, at the start of a turn, a random number is randomly acquired, and whether or not a first event occurs and the content of the first event are determined based on the acquired random number and the first event table.
[0383] Next, the training game executing unit 1101a executes a support character lottery process (S10-7). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in FIG. 22A and determines by lottery whether or not to place a support character in each training item. This process is executed for each support character. When it is determined that a support character is to be placed in a training item, the training game executing unit 1101a links the support character ID to the training ID corresponding to the training item.
[0384] Next, the training game executing unit 1101a executes a story character lottery process (S10-8). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in FIG. 22B and determines by lottery whether or not to place a story character in each training item. When it is determined that a story character is to be placed in a training item, the training game executing unit 1101a associates the story character ID with the training ID corresponding to the training item.
[0385] Next, the training game executing unit 1101a executes ability parameter determination processing (S12).
[0386] 39 is a flowchart explaining the ability parameter determination process in the server 1000. The training game executing unit 1101a selects, from among the five ability parameters, one of the ability parameters for which the process after S12-2 has not been executed as the processing target (S12-1). Next, the training game executing unit 1101a obtains the training level of the ability parameter to be processed (S12-2) and determines the fixed increase value (S12-3).
[0387] Next, the training game executing unit 1101a acquires the positioning information of the support characters, etc. (S12-4), and determines the additional value (S12-5). Next, the training game executing unit 1101a sums up the fixed increase value determined in S12-3 and the additional value determined in S12-5 to calculate the increase value (S12-6). Next, the training game executing unit 1101a sums up the increase value calculated in S12-6 to the current value of the ability parameter to be processed, and calculates the sum value (S12-7).
[0388] If the combined value exceeds the common base value "1200" (YES in S12-8), the training game executing unit 1101a calculates a correction target value by subtracting 1200 from the combined value (S12-9). Next, the training game executing unit 1101a multiplies the correction target value calculated in S12-9 by 1 / 2 to calculate a correction value (S12-10). Next, the training game executing unit 1101a changes the increase value to a value obtained by adding the correction value calculated in S12-10 to 1200 and subtracting the current numerical value (S12-11).
[0389] Thus, in this embodiment, the increase in ability parameter due to successful training becomes 1 / 2 of the original increase when it exceeds the common base value. For example, assume that the current value of the ability parameter to be processed is "1180" and the sum calculated in S12-7 is "100". In this case, the ability parameter would normally increase to "1280". However, in this embodiment, the increase becomes 1 / 2 for the amount exceeding the common base value "1200", so the "80" that exceeds "1200" out of the original increase value "100" is multiplied by 1 / 2. As a result, the increase in ability parameter that exceeds "1200" becomes "40", and the ability parameter increases by "60", which is the sum of the "20" up to "1200" and the "40" that increases beyond "1200".
[0390] In the above calculation, if a fraction occurs, the fraction is rounded down. Furthermore, if the increase value is less than 1 by applying the correction value multiplied by 1 / 2, the increase value becomes 1. In other words, the increase value is always 1 or more. Furthermore, if the ability parameter decreases, the correction multiplied by 1 / 2 may not be applied. Furthermore, for example, if an increase amount is added according to a predetermined condition in addition to the increase amount of the ability parameter by normal training, each increase value may be multiplied by 1 / 2.
[0391] In this case, if the training is successful, the increase in the ability parameter that exceeds the common base value is corrected. However, in S11-10, if a factor is activated or an event occurs to increase the ability parameter, the increase may be corrected in the same manner as above.
[0392] The training game executing unit 1101a also determines whether the total value obtained by adding the current value to the increase value changed in S12-11 exceeds the current upper limit value of the ability parameter being processed (S12-12). If the total value after the change exceeds the current upper limit value (YES in S12-12), the training game executing unit 1101a changes the increase value to a value obtained by subtracting the current value from the current upper limit value (S12-13).
[0393] If the above process is not completed for all ability parameters (NO in S12-14), the process returns to S12-1, and the same process as above is performed for the remaining ability parameters. On the other hand, when the process is completed for all ability parameters, the training game executing unit 1101a ends the ability parameter determination process.
[0394] Although detailed description is omitted, the ability parameter determination process determines the amount of physical strength loss or physical strength recovery when each training item is executed. In addition, the training game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be trained.
[0395] Returning to FIG. 38, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-9). Specifically, the training game executing unit 1101a determines by lottery whether or not a second event will occur with reference to the second event table shown in FIG. 24. The training game executing unit 1101a randomly obtains a random number, and determines whether or not a second event will occur based on the obtained random number and the second event table. Here, for example, the training game executing unit 1101a determines by lottery whether or not a support event preset in a support card linked to a training item will be executed.
[0396] Next, the training game executing unit 1101a executes a process for determining whether or not a special event occurs (S13).
[0397] 40 is a flowchart for explaining the process of determining whether or not a special event occurs in the server 1000. The training game executing unit 1101a determines whether it is a predetermined turn (the 4th turn to the 72nd turn) (S13-1). If it is a predetermined turn (YES in S13-1), the training game executing unit 1101a determines whether a story character has been placed in any training item (S13-2). If a story character has been placed (YES in S13-2), the training game executing unit 1101a acquires the bond parameter of the story character (S13-3).
[0398] Next, the training game executing unit 1101a sets a winning probability based on the bond parameters acquired in S13-3 and executes a generation lottery (S13-4). Then, if the generation lottery results in a win for generating a special event (YES in S13-5), the training game executing unit 1101a sets special event generation information indicating the occurrence of a special event (S13-6).
[0399] Returning to FIG. 38, the training game executing unit 1101a stores game information including information related to the lottery results in S10-1 to S13 in the game information storage unit 1151 so that the player terminal 1 can receive the game information (S10-11).
[0400] 41 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes during-turn processing (P20) if it is not the start of a turn.
[0401] 42 is a flowchart explaining the turn start processing in the player terminal 1. At the start of a turn, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives the game information saved in S10-9 from the server 1000 (P10-1).
[0402] Then, the training game executing unit 701a executes a command setting process for allowing the player to select various commands related to the training stage process (P10-2). Specifically, the training game executing unit 701a executes a process for allowing the player to select various commands such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, and the race operation unit 219 based on the current number of turns, as shown in Fig. 16. In addition, the training game executing unit 701a executes a process for allowing the player to select a plurality of race selection operation units 261 linked to the race operation unit 219.
[0403] In addition, in the command setting process, the training game executing unit 701a allows the player to select commands of the speed operating unit 241, the stamina operating unit 242, the power operating unit 243, the tenacity operating unit 244, and the intelligence operating unit 245 corresponding to each training item. The training game executing unit 701a performs a process to allow the player to select one command from these multiple commands.
[0404] Next, the training game executing unit 701a executes a display control process (P10-3) for displaying the game screen 210, the training screen 240, etc., based on the game information received from the server 1000, the current turn, and the processing result of the command setting process of P10-2. Here, the placed character icon 248 is displayed in association with the training. Thereby, it is determined that the turn is in progress in the player terminal 1, and a turn process (P20) for accepting operation input from the player is executed.
[0405] 43 is a flowchart explaining the process during a turn in the player terminal 1. When the player inputs an operation on the player terminal 1 (YES in P20-1), the training game executing unit 701a executes a command selection process (P30). When there is no operation input (NO in P20-1) and a command is received from the server 1000 (YES in P20-2), the training game executing unit 701a executes a command reception process (P40).
[0406] 44 is a flowchart explaining the command selection process in the player terminal 1. When the player selects a turn end command (rest operation unit 215, going out operation unit 218, speed operation unit 241, stamina operation unit 242, power operation unit 243, guts operation unit 244, intelligence operation unit 245, race operation unit 274) to end a turn (YES in P30-1), the training game executing unit 701a transmits the selected command to the server 1000 (P30-2). Then, the training game executing unit 701a waits to receive a command from the server 1000 (P30-3).
[0407] Furthermore, when a battle item selection operation (tap on the battle item selection section 290) is input on the battle item selection screen 240c (see FIG. 26B) (YES in P30-4), the training game execution section 701a transmits a battle item selection command to the server 1000 (P30-5). Note that the battle item selection command is a command that can identify the battle item selected by the player.
[0408] Furthermore, when a skill acquisition operation (tapping the skill display field 251) is input to acquire a skill (YES in P30-6), the training game executing unit 701a transmits a command corresponding to the skill display field 251 where the operation input was made to the server 1000 (P30-7). Furthermore, the training game executing unit 701a updates the skill information indicating that the corresponding skill has been acquired (P30-8).
[0409] When the server 1000 receives the commands transmitted at P30-2, P30-5, and P30-7, the turn process (S20) shown in FIG. 45 and FIG. 46 is executed.
[0410] FIG. 45 is a first flowchart explaining the process during a turn in the server 1000. FIG. 46 is a second flowchart explaining the process during a turn in the server 1000. When a command indicating an operation input of the going out operation unit 218 is received (YES in S20-1), the training game executing unit 1101a performs the going out execution process (S20-2). Here, a going out event that increases the parameters of physical strength and condition is determined. In addition, the parameters of physical strength and condition are updated based on the determined going out event.
[0411] When a command indicating an operation input of the rest operation unit 215 is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. In addition, the physical strength parameter is updated based on the determined rest event.
[0412] When a command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a simulation of the race is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained and the development of the race, and the determined reward is granted to the player.
[0413] When a command indicating the execution of any training is received (YES in S20-8), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a failure rate calculated in advance. Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10). Note that here, ability parameters and the like are updated as determined in S12 at the start of training.
[0414] If the training is successful (YES in S20-11), the training game executing unit 1101a determines whether a special event has occurred (S20-12). Here, based on the special event occurrence information, it is determined whether the occurrence of a special event was determined by the occurrence lottery in S13-4. If a special event occurs (YES in S20-12), the training game executing unit 1101a refers to the battle item determination table (FIG. 27A) and determines three battle items by lottery (S20-13).
[0415] Furthermore, if a process involving the end of a turn is executed (S20-2, S20-4, S20-6, S20-7, S20-9, S20-10), or if no special event occurs (NO in S20-12), the training game executing unit 1101a executes a process to end the current turn and move to the next turn (S20-14). This causes the server 1000 to end the in-turn process (S20) and enter a standby state for the start-of-turn process (S10).
[0416] 45 and 46 is set in the game information storage unit 1151 (S20-15). The game information set here is received by the player terminal 1.
[0417] 46, when a command indicating a skill acquisition operation input is received (YES in S20-21), the training game executing unit 1101a updates the skill information in the game information storage unit 1151 (S20-22). In addition, the training game executing unit 1101a consumes skill points as the skill is acquired (S20-23).
[0418] Furthermore, when a battle item selection command is received (YES in S20-24), the training game executing unit 1101a acquires the target parameters of the selected battle item (S20-25). Next, the training game executing unit 1101a acquires the number of wins (S20-26).
[0419] Next, the training game executing unit 1101a sets a success rate based on the parameters and the number of wins acquired in S20-25 and S20-26 (S20-27). Next, the training game executing unit 1101a executes a special event success determination process based on the success rate set in S20-27. Then, the training game executing unit 1101a derives battle result information indicating the success or failure of the special event, i.e., the victory or defeat of the character to be trained, through the success determination process (S20-29).
[0420] In S20-29, if the successful battle result information is derived (YES in S20-30), the training game executing unit 1101a determines a reward based on the battle item and the number of wins, and grants it to the player (S20-31). Here, the parameters of the character to be trained are updated based on the determined reward.
[0421] When the player terminal 1 receives the game information (command) set in S20-15, a command receiving process (P40) is executed in the during-turn process (P20) shown in FIG.
[0422] 47 is a flowchart explaining the command receiving process in the player terminal 1. The training game executing unit 701a analyzes the command received from the server 1000 (P40-1). When a command indicating success or failure of the training is received (YES in P40-2), the training game executing unit 701a executes a success or failure presentation based on the received command (P40-3). In addition, the training game executing unit 701a updates various parameters such as ability parameters based on the success or failure of the training.
[0423] Furthermore, when the conditions for the special event to occur are met, the player terminal 1 receives three battle items from the server 1000 along with the training results. When the battle items are received (YES in P40-5), the training game executing unit 701a displays the battle item selection screen 240c (P40-6). Furthermore, the training game executing unit 701a displays the battle item selection section 290 and the predicted mark 290a on the battle item selection screen 240c based on the received battle items (P40-7). Here, the training game executing unit 701a derives a success rate for each battle item, and determines and displays the predicted mark 290a based on the derived success rate.
[0424] Furthermore, when the battle result information is received (YES in P40-8), the training game executing unit 701a displays the result notification screen 240d and the reward acquisition screen 240e (P40-9). Furthermore, the training game executing unit 701a updates various parameters based on the reward that is awarded in response to the success of the special event (P40-10).
[0425] Furthermore, the training game executing unit 701a executes various effects, such as displaying the event screen 240b, based on other received commands (P40-11).
[0426] When a command to end the turn is received (YES in P40-12), the training game executing unit 701a executes a turn end process (P40-13). Here, after the display of various screens such as the event screen is finished, a process is performed to end the current turn and start the next turn. This ends the turn process shown in FIG. 43. Then, if there is a next turn, the turn start process shown in FIG. 41 is executed in the player terminal 1. On the other hand, if there is no next turn, that is, if the final turn has ended, the training stage process (P7, S7) ends.
[0427] Returning to FIG. 33, when the above-mentioned training stage processing is completed, in the player terminal 1, the training completion processing unit 702a executes a training game end processing (P8). In the training game end processing, the training completion processing unit 702a stores information about the training character trained in the training game in the game information storage unit 751. In addition, the training completion processing unit 702a transmits end information to the server 1000. This end information includes information about the training character, etc. In the server 1000, when the end information is received, the training game end processing unit 1102a executes a training game end processing (S8).
[0428] 48 is a flowchart explaining the training game end processing in the server 1000. The training game end processing unit 1102a derives an evaluation point based on the end information received from the player terminal 1 (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).
[0429] The training game end processing unit 1102a also determines factors to be acquired by the training character (S8-3). Here, for example, based on the race results during the training game and the final ability parameters, the basic ability factors, aptitude factors, race factors, and skill factors to be linked to the training target character (training character) are determined. In addition, for the factors determined to be linked to the training target character (training character), the factor levels are further determined.
[0430] In the present embodiment, a character factor is provided for each character that can be set as a character to be raised. Here, when a character selected as a character to be raised is at a predetermined level, a character factor is always associated with the character to be raised (raised character).
[0431] As described above, the character factor includes a factor that brings about the utility of increasing the upper limit value of a predetermined ability parameter. For example, by playing a training game with a character to which a character factor that increases the upper limit value of a speed ability parameter is linked as a character to be trained, a player can generate a training character to which a character factor that increases the upper limit value of the speed ability parameter is linked. By playing a training game with the training character thus generated as an inherited character, a player can increase the upper limit value of the speed ability parameter.
[0432] In other words, the selection of a character to be trained in a training game can be said to be the selection of a character factor to be linked to the trained character once training is complete. This makes it easier for the player to increase the upper limit of the desired ability parameter. As a result, the player's motivation to play the game increases in order to generate trained characters with various character factors.
[0433] The training game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as training rank or number of fans (S8-5). Although not described in detail, the intimacy points are points that are given not to the training character but to the character that is the basis for the training character.
[0434] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some of the story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0435] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player based on the results of the training game (S8-7).
[0436] Then, the training game end processing unit 1102a links the training character information, including the character type, evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., to the player ID of the player, and stores it in the game information storage unit 1151 (S8-8). Note that the training character information may include an upper limit value for the ability parameters. The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-9).
[0437] Returning to Fig. 33, upon receiving the training result information, the training completion processing unit 702a executes a training game end display process (P9). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 310 (see Figs. 30A, 30B, and 30C) on the display 26 based on the training result information.
[0438] The above-mentioned training game is realized by the above-mentioned processing. In addition, training character information related to the training character trained (created) in the training game is stored in association with the player ID. This allows the generated training character to be used as an inherited character in the next and subsequent training games.
[0439] The above-mentioned processes in the player terminal 1 and the server 1000 are merely examples. Each process described above may be executed only by the player terminal 1 or only by the server 1000.
[0440] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.
[0441] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may cause a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.
[0442] (Processing performed by a computer) A process (P10-2 in the embodiment as an example) that allows the player to select one of a plurality of selection items (five training items in the embodiment as an example). A process of determining a game medium (as an example, a support character or a story character in the embodiment) to be linked to the selection item (as an example, S10-7 and S10-8 in the embodiment). A process (as an example, S20-10 in the embodiment) of changing the status of the training target game medium (as an example, S20-10 in the embodiment) based on the selection item selected by the player. When a game medium is linked to the selection item selected by the player, an event (as an example, a second event in the embodiment) is generated, and when the game medium linked to the selection item is a specific game medium (as an example, a story character in the embodiment) and a predetermined condition (as an example, a generation condition in the embodiment and the selection of a battle item by the player) is satisfied, a process of generating a special event in one of a plurality of execution patterns having different event results based on the status of the game medium to be developed (as an example, ability parameters in the embodiment) (as an example, P40-6 in the embodiment). A process of updating the status of the development target game media based on the execution pattern of the special event that has occurred (as an example, S20-31, P40-10 in the embodiment).
[0443] In the above embodiment, when a special event occurs, the player can select one of the three battle items. That is, in the above embodiment, the player can select the execution pattern of the special event. However, the special event may be executed in one execution pattern that is set in advance or determined by lottery, without the player being allowed to select the execution pattern.
[0444] That is, in the above embodiment, an execution pattern of a special event is provided for each battle item. Furthermore, the execution pattern for each battle item is further broadly divided into a success (win) pattern and a failure (lose) pattern. However, the execution pattern of a special event is not limited to this. In any case, it is sufficient to provide a plurality of execution patterns with mutually different event results, and the content of the patterns is not particularly limited.
[0445] Also, a process of updating a specific parameter (as an example, a bond parameter in the embodiment) associated with a specific game medium may be performed according to a preset update condition (as an example, the success of a training in which a story character is placed in the embodiment). In this case, the occurrence probability of a special event may be made different depending on the specific parameter.
[0446] In the above embodiment, the probability of a special event occurring varies depending on the bond parameter of the story character. However, the bond parameter is not essential. The probability of a special event occurring may be constant. Alternatively, the probability of a special event occurring may vary from turn to turn, or depending on the ability parameter of the character to be trained.
[0447] For example, in the above embodiment, a bond parameter is provided for the story character, and the probability of a special event occurring varies depending on the value of the bond parameter. However, a bond parameter linked to a story character is not essential. In this case, for example, when a story character is placed in a training item, a special event may occur with a preset probability. In this case, for example, the probability of a special event occurring may vary depending on the number of turns, or the probability of a special event occurring may always be constant during the training game.
[0448] In the above embodiment, when a support character is placed in a training item, the increase in the ability parameter increases when the training is successful. Similarly, when a story character is placed in a training item, the increase in the ability parameter may also increase. In this case, the content of the presentation may be different when a story character is placed and when it is not placed.
[0449] In the above embodiment, the three battle items that the player can select in the special event are determined by lottery. Alternatively, for example, one fixed battle item may be predefined for each training item, and the three battle items that the player can select may include the fixed battle item set for the training item in which the story character is placed.
[0450] For example, a speed training item has a speed battle item preset as a fixed battle item, and a stamina training item has a stamina battle item preset as a fixed battle item. In this case, if a story character is placed in the speed training item, the battle items that the player can select in the special event will always include the speed battle item. Then, the remaining two battle items may be determined by lottery from the battle items other than the speed battle item.
[0451] In the above embodiment, the execution patterns of the special event include a first execution pattern in which the mission is accomplished (as an example, in the embodiment, an execution pattern in which the character to be trained wins) and a second execution pattern in which the mission is not accomplished (as an example, in the embodiment, an execution pattern in which the character to be trained is defeated).
[0452] Furthermore, the update value of the status of the development target game medium varies depending on the number of times the mission is accomplished (in the embodiment, as an example, the number of wins). However, in the above embodiment, the update value of the status may always be constant regardless of the number of wins. Alternatively, the update value of the status or the status to be updated may be determined by lottery.
[0453] In addition, a process may be performed in which a battle event (for example, a special race in an embodiment) in which the game medium to be developed competes against an opponent (for example, a specific character in an embodiment) occurs at a predetermined timing (for example, the final turn in an embodiment), and the opponent or difficulty level of the battle event is varied depending on the number of times a mission is completed (for example, S10-3 in an embodiment).
[0454] In addition, if a specific character becomes stronger in the special race at the final turn, the player may be notified of this.
[0455] In the above embodiment, the special event is a content in which the training target game medium competes against an opponent for a predetermined battle item. Then, a process (for example, P40-6 and P40-7 in the embodiment) is performed to have the player select a battle item, and a special event occurs based on the selected battle item. Then, a process (for example, P40-7 in the embodiment) is performed to notify the player of a predicted battle result with the opponent for each battle item selectable by the player.
[0456] In the above embodiment, the prediction mark 290a notifies the player of the predicted outcome of the match with the opponent for each match item that the player can select. However, it is not essential to notify the player of the predicted outcome. In addition, when the predicted outcome of the match is notified, the manner of notification is not particularly limited. For example, the success rate may be displayed, or the prediction may be made by voice.
[0457] Also, in the above embodiment, the predicted mark 290a is determined and displayed in the player terminal 1. However, when the race result is derived in the server 1000, it may be determined which predicted mark 290a is to be displayed, and the result may be received by the player terminal 1. In this case, in the player terminal 1, a process of displaying the predicted mark 290a is performed based on the received information.
[0458] In the above embodiment, the predetermined factor may be acquired on the condition that the character to be trained wins the special race at the final turn, specifically, that the character to be trained comes in first in the special race. At this time, for example, if the parameters of the specific character are enhanced, in other words, if the character wins against a specific character with enhanced parameters, the probability of acquiring the predetermined factor may increase. The predetermined factor may be a factor that can only be acquired by winning the special race at the final turn.
[0459] In addition, the content of the factor that can be acquired may differ depending on the number of wins for each battle item in the special event. For example, in a special race in the final turn, when a specific character with enhanced parameters is defeated, a specific factor linked to the battle item with the most wins in one training game may be granted. Specifically, when the number of wins in the speed battle item is the most, a specific factor that increases the speed ability parameter may be acquired, and when the number of wins in the tenacity battle item is the most, a specific factor that increases the tenacity ability parameter may be acquired. In this case, for example, when a specific character with enhanced parameters is defeated in a special race in the final turn, both the above-mentioned predetermined factor and the specific factor may be granted.
[0460] Furthermore, the specific factor may be activated so that the character to be trained acquires a hint for a specific skill. Specifically, when a new training game is played using a training character that has acquired a specific factor as an inherited character, the specific factor may be activated in an inherited event. At this time, the character to be trained acquires a hint for a specific skill due to the activation of the specific factor. This hint for the specific skill corresponds to the specific factor.
[0461] For example, if the number of wins in the speed battle item is the highest, a specific factor for speed is acquired, and if the number of wins in the stamina battle item is the highest, a specific factor for stamina is acquired. Then, the character being trained that has acquired the specific factor for speed is set as the inherited character, and the specific factor for speed is activated in the inherited event. In this case, the character being trained acquires a hint for a skill related to speed. Similarly, if the specific factor for stamina is activated, the character being trained acquires a hint for a skill related to stamina.
[0462] In addition, specific factors are also assigned factor levels. The level of hints that can be obtained varies depending on the factor level of the specific factor that is activated. For example, if a specific factor with factor level 1 is activated, a hint for a level 1 skill is obtained, and if a specific factor with factor level 3 is activated, a hint for a level 3 skill is obtained.
[0463] Also, in the above embodiment, in the special event, by winning one battle item five times, a skill hint can be acquired. However, a skill hint (a hint level) may be acquired each time the character to be trained wins in each battle item. For example, each time a speed battle item is won, level 1 of a speed-related skill hint is acquired. Similarly, each time a stamina battle item is won, level 1 of a stamina-related skill hint is acquired.
[0464] Therefore, for example, if you win three times in a speed battle item, you will have acquired a speed-related skill hint of level 3. Note that the skill hints acquired each time you win a battle item may be the same as the hints that can be acquired by activating the specific factors described above.
[0465] In the above embodiment, regardless of the battle item in the special event, if the number of wins is 5 or more, the parameters of the specific character are strengthened in the special race of the final turn. However, for example, if the number of wins is 5 or more in any one battle item, the parameters of the specific character may be strengthened.
[0466] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]
[0467] 1 Player terminal 1000 servers S Information Processing System
Claims
1. A process of allowing a player to select one of a plurality of selection items; A process of determining game content to be linked to the selection item; A process of changing the status of the development target game media based on the selection item selected by the player; When the game medium linked to the selection item selected by the player is a specific game medium, a process of executing a first event in one of a plurality of execution patterns with different event results, including a first execution pattern in which the mission is accomplished and a second execution pattern in which the mission is not accomplished, based on the status of the development target game medium; a process of updating parameters in response to the completion of the mission in the first event; A process of determining a reward to be awarded in response to the execution of the first event based on the parameters; A process of determining a reward to be awarded by executing a second event different from the first event based on the parameters; An information processing program that causes a computer to execute the above.
2. 1. An information processing method performed by one or more computers, comprising: The computer A process of allowing a player to select one of a plurality of selection items; A process of determining game content to be linked to the selection item; A process of changing the status of the development target game media based on the selection item selected by the player; When the game medium linked to the selection item selected by the player is a specific game medium, a process of executing a first event in one of a plurality of execution patterns with different event results, including a first execution pattern in which the mission is accomplished and a second execution pattern in which the mission is not accomplished, based on the status of the development target game medium; a process of updating parameters in response to the completion of the mission in the first event; A process of determining a reward to be awarded in response to the execution of the first event based on the parameters; A process of determining a reward to be awarded by executing a second event different from the first event based on the parameters; An information processing method that performs the above.
3. one or more computers; The computer A process of allowing a player to select one of a plurality of selection items; A process of determining game content to be linked to the selection item; A process of changing the status of the development target game media based on the selection item selected by the player; When the game medium linked to the selection item selected by the player is a specific game medium, a process of executing a first event in one of a plurality of execution patterns with different event results, including a first execution pattern in which the mission is accomplished and a second execution pattern in which the mission is not accomplished, based on the status of the development target game medium; a process of updating parameters in response to the completion of the mission in the first event; A process of determining a reward to be awarded in response to the execution of the first event based on the parameters; A process of determining a reward to be awarded by executing a second event different from the first event based on the parameters; An information processing system that executes the above.