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

JP2024095538A5Pending Publication Date: 2026-04-20CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2023-11-16
Publication Date
2026-04-20

AI Technical Summary

Technical Problem

Conventional training games with simple event and effect conditions can become less interesting over time.

Method used

Implement a system where a training target game medium and an auxiliary game medium are displayed, with different states and operations triggering specific lotteries and effects, including higher winning probabilities and state-dependent effects based on player input.

Benefits of technology

Enhances game interest by introducing variable and engaging gameplay mechanics through state-dependent lotteries and effects, increasing player interaction and engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: An information processing program allows a computer to execute: processing for setting a first state in which a first performance in which an auxiliary game medium is displayed can occur when a first condition is satisfied; processing for executing the first performance on the basis of a player's input of first operation in the first state; processing for setting a winning probability of a specific lottery to a predetermined probability when a second condition is satisfied in a state that is not the first state, and for setting the winning probability of a specific lottery to a higher probability than the predetermined probability when the second condition is satisfied in the first state; processing for executing a specific lottery with the set winning probability; processing for setting a second state in which a second performance can occur when a specific lottery is won; and processing for executing the second performance on the basis of a player's input of second operation in the second state.SELECTED DRAWING: Figure 32
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] 2. Description of the Related Art Conventionally, a genre of games known as a "training game" is known. In a training game, a plurality of types of training events are provided, and a player can select one of the training events to train a character to be trained.

[0003] For example, Patent Document 1 discloses a training game in which a special event occurs when a player selects a training event. When an event occurs, a performance corresponding to the event is executed, thereby increasing the interest of the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6446762 Summary of the Invention [Problem to be solved by the invention]

[0005] However, if the conditions for generating events or effects are simple, there is a risk that the interest of the game will decrease.

[0006] 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 the enjoyment of a game. [Means for solving the problem]

[0007] In order to solve the above problem, an information processing program includes: a process of displaying, during a training game, a training target game medium to be trained and an auxiliary game medium different from the training target game medium; a process of setting a first state in which a first effect in which the auxiliary game medium is displayed can be generated when a first condition is satisfied; a process of executing the first performance based on a first operation input by a player in the first state; A process of setting a winning probability of a specific lottery to a predetermined probability when a second condition is satisfied in a state other than the first state, and setting a winning probability of the specific lottery to a probability higher than the predetermined probability when the second condition is satisfied in the first state; A process of executing the specific lottery with a set winning probability; A process of setting a second state in which a second performance can be generated when the specific lottery is won; a process of executing the second performance based on a second operation input by a player in the second state; The computer is made to carry out the above steps.

[0008] The information processing program A process of linking the auxiliary game medium to any one of a plurality of selection items selectable by a player; The computer executes the above. the first condition includes that the auxiliary game medium is linked to any one of the selection items; The first state is set to the selection item to which the auxiliary game medium is linked, The first performance may be executable when an operation of selecting the selection item to which the first state is set is input as the first operation.

[0009] the second condition includes that the auxiliary game medium is linked to any one of the selection items; The second state is set to the auxiliary game medium associated with the selection item, The second presentation may be executable when an operation of selecting the selection item linked to the auxiliary game medium to which the second state is set is input as the second operation.

[0010] The specific lottery is executed for each of the auxiliary game media for which the second condition is satisfied, The probability of winning the specific lottery may be higher when the first state is set for the selection item linked to the auxiliary game medium for which the second condition is satisfied than when the first state is not set for the selection item linked to the auxiliary game medium for which the second condition is satisfied.

[0011] The operation of selecting the selection item to which the auxiliary game medium to which the first state is set and the second state is set is linked may be the first operation and the second operation.

[0012] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by a computer, comprising: The computer, a process of displaying, during a training game, a training target game medium to be trained and an auxiliary game medium different from the training target game medium; a process of setting a first state in which a first effect in which the auxiliary game medium is displayed can be generated when a first condition is satisfied; a process of executing the first performance based on a first operation input by a player in the first state; A process of setting a winning probability of a specific lottery to a predetermined probability when a second condition is satisfied in a state other than the first state, and setting a winning probability of the specific lottery to a probability higher than the predetermined probability when the second condition is satisfied in the first state; A process of executing the specific lottery with a set winning probability; A process of setting a second state in which a second performance can be generated when the specific lottery is won; a process of executing the second performance based on a second operation input by a player in the second state; Carry out the following.

[0013] In order to solve the above problem, an information processing system includes: One or more computers; The computer includes: a process of displaying, during a training game, a training target game medium to be trained and an auxiliary game medium different from the training target game medium; a process of setting a first state in which a first effect in which the auxiliary game medium is displayed can be generated when a first condition is satisfied; a process of executing the first performance based on a first operation input by a player in the first state; A process of setting a winning probability of a specific lottery to a predetermined probability when a second condition is satisfied in a state other than the first state, and setting a winning probability of the specific lottery to a probability higher than the predetermined probability when the second condition is satisfied in the first state; A process of executing the specific lottery with a set winning probability; A process of setting a second state in which a second performance can be generated when the specific lottery is won; a process of executing the second performance based on a second operation input by a player in the second state; Carry out the following. Effect of the Invention

[0014] According to the present invention, the interest of the game can be improved. [Brief description of the drawings]

[0015] [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 skills. Fig. 7D is a diagram for explaining exclusive events. [Figure 8] FIG. 8 is a first diagram illustrating an example of the development information display screen. [Figure 9] FIG. 9 is a second diagram illustrating an example of the development information display screen. [Figure 10] Fig. 10A is a first diagram illustrating an inheritance character selection screen. Fig. 10B is a first diagram illustrating a training character list screen. Fig. 10C is a second diagram illustrating an inheritance character selection screen. Fig. 10D is a third diagram illustrating an inheritance character selection screen. [Figure 11] FIG. 11 is a diagram for explaining the lineage of inheritance. [Figure 12] FIG. 12 is a diagram for explaining the factor information. [Figure 13] Fig. 13A is a diagram for explaining the effects of basic ability factors, and Fig. 13B is a diagram for explaining the effects of character factors. [Figure 14] FIG. 14A is a diagram for explaining compatibility determination targets, and FIG. 14B is a diagram for explaining compatibility determination items. [Figure 15] Fig. 15A is a first diagram for explaining the support card organization screen, Fig. 15B is a diagram for explaining the support card selection screen, and Fig. 15C is a second diagram for explaining the support card organization screen. [Figure 16]Fig. 16A is a diagram for explaining a support card table, Fig. 16B is a diagram for explaining a support effect, Fig. 16C is a diagram for explaining a possessed skill, and Fig. 16D is a diagram for explaining a support event. [Figure 17] Fig. 17A is a diagram illustrating a final confirmation screen, and Fig. 17B is a diagram illustrating a preset selection screen. [Figure 18] FIG. 18 is a first diagram illustrating the character identification information table. [Figure 19] FIG. 19 is a second diagram illustrating the character identification information table. [Figure 20] FIG. 20 is a diagram illustrating the selection item table. [Figure 21] Fig. 21A is a first diagram illustrating the top screen, and Fig. 21B is a second diagram illustrating the top screen. [Figure 22] Fig. 22A is a first diagram for explaining the training screen. Fig. 22B is a second diagram for explaining the training screen. Fig. 22C is a diagram for explaining the training result report screen. Fig. 22D is a diagram for explaining the event screen. [Figure 23] Fig. 23A is a first diagram for explaining an inherited event. Fig. 23B is a second diagram for explaining an inherited event. Fig. 23C is a third diagram for explaining an inherited event. Fig. 23D is a fourth diagram for explaining an inherited event. [Figure 24] Fig. 24A is a first diagram illustrating the skill screen, and Fig. 24B is a second diagram illustrating the skill screen. [Diagram 25] Fig. 25A is a first diagram for explaining an individual race selection screen. Fig. 25B is a diagram for explaining an individual race start screen. Fig. 25C is a first diagram for explaining an individual race result screen. Fig. 25D is a second diagram for explaining an individual race result screen. [Figure 26] FIG. 26 is a diagram for explaining an execution pattern of a training event. [Figure 27] Fig. 27A is a third diagram illustrating the top screen, and Fig. 27B is a third diagram illustrating the training screen. [Figure 28] Fig. 28A is a diagram for explaining a training icon, Fig. 28B is a diagram for explaining a soul icon, and Fig. 28C is a diagram for explaining a bonus icon. [Figure 29] FIG. 29 is a diagram illustrating an outline of the process at the start of a turn. [Diagram 30] FIG. 30 is a diagram for explaining the allocation ratio to the training items. [Diagram 31] Fig. 31A is a diagram for explaining a method for calculating the winning probability of the special training occurrence lottery, Fig. 31B is a diagram for explaining the number of players added value, and Fig. 31C is a diagram for explaining the hint added value. [Diagram 32] Fig. 32A is a diagram for explaining the conditions for generating an execution pattern of a training event. Fig. 32B is a diagram for explaining a method for calculating the winning probability of a pole generation lottery. Fig. 32C is a diagram for explaining the conditions for adding an additional value. [Diagram 33] Fig. 33A is a diagram for explaining a hint for a skill that a character to be trained acquires when a training event with an extreme explosive pattern is executed. Fig. 33B is a diagram for explaining a hint level at the time of acquiring a hint for a skill. [Diagram 34] Fig. 34A is a diagram for explaining the training level, Fig. 34B is a diagram for explaining the fixed increase value (speed), and Fig. 34C is a diagram for explaining the fixed increase value table (power). [Diagram 35] Fig. 35A is a diagram for explaining a team race selection screen, Fig. 35B is a diagram for explaining a team race organization screen, Fig. 35C is a diagram for explaining a team race start screen, Fig. 35D is a diagram for explaining a team race intermediate result screen. [Diagram 36] Fig. 36A is a first diagram for explaining a team race detailed result screen. Fig. 36B is a first diagram for explaining a team race overall result screen. Fig. 36C is a second diagram for explaining a team race detailed result screen. Fig. 36D is a second diagram for explaining a team race overall result screen. [Figure 37] FIG. 37 is a diagram explaining the competing teams in the final team race. [Figure 38] Fig. 38A is a diagram illustrating the breeding completion screen, Fig. 38B is a second diagram illustrating the breeding completion screen, and Fig. 38C is a third diagram illustrating the breeding completion screen. [Figure 39] Fig. 39A is a diagram for explaining scenario factors, Fig. 39B is a diagram for explaining special factors, and Fig. 39C is a diagram for explaining the relationship between acquired skills and acquired factors. [Diagram 40] FIG. 40 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 41] FIG. 41 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 42] FIG. 42 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 43] FIG. 43 is a flowchart illustrating the preparation stage processing in the player terminal. [Diagram 44] FIG. 44 is a flowchart illustrating the preparation stage process in the server. [Diagram 45] FIG. 45 is a flowchart illustrating the training stage processing in the server. [Diagram 46] FIG. 46 is a flowchart illustrating the turn start process in the server. [Figure 47] FIG. 47 is a flowchart illustrating the training stage processing in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the selection command receiving process in the server. [Figure 49] FIG. 49 is a flowchart illustrating the result information receiving process in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] 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.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system 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.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are 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.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.

[0020] 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.

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

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram 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.

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

[0024] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0025] 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.

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

[0027] The storage unit 18 is 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.

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

[0029] The input unit 22 is composed of, for example, a touch panel, 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.

[0030] 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.

[0031] (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 game media acquired by a lottery called gacha, or game media distributed by the management side. In this embodiment, a player can possess a character card and a support card as game media. One character is always linked to each character card and support card. The character linked to the character card is the subject of training in the training game. Hereinafter, the character linked to the character card may be simply referred to as a character.

[0032] As will be described in detail later, a training game is provided in the game according to this embodiment. In the training game, a player can train a character and generate a trained character to which various parameters are linked. The training game in this embodiment has game characteristics in which a character linked to a character card is trained by having the character participate in races that mimic horse racing.

[0033] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched 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.

[0034] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided 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.

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

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

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

[0038] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. 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.

[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win a character card or a support card.

[0040] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and 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).

[0041] 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.

[0042] 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.

[0043] Thus, the main object of the game of this embodiment is to generate a training character through a training game and to use the training character to improve the ranking of the team competitive game.

[0044] 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.

[0045] 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.

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

[0047] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can 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.

[0048] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using 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.

[0049] 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.

[0050] 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.

[0051] 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.

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

[0053] 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.

[0054] 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.

[0055] 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.

[0056] (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. Although described in detail later, the training main game is a game in which a player selects one character from among the characters he / she owns and trains it as a character to be trained (hereinafter, referred to as a character to be trained).

[0057] The setting game, in which the player registers the character to be trained and the deck (the successor character and the support card), 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 explained first.

[0058] As shown in Fig. 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, inherited character registration, support card registration, specific character registration, and initial character identification information setting. Note that the above-mentioned order of the registration and setting processing is merely an example. Therefore, the order of the above-mentioned registration and setting processing can be changed as appropriate.

[0059] <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.

[0060] <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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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."

[0068] 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".

[0069] 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.

[0070] 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.

[0071] 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".

[0072] 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.

[0073] 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 by choosing from a variety of scenarios.

[0074] <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.

[0075] 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 and a next operation section 154 are displayed at the bottom of the training target character selection screen 150.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] The initial value of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of the character's ability parameters also increases.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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 to match the race content, the more advantageous the race will be.

[0087] 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.

[0088] 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.

[0089] 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 an individual race or team race, which will be described later. The activation of a skill gives each character an advantage in the race development.

[0090] FIG. 7C is a diagram for explaining skills. As shown in FIG. 7C, each character possesses a plurality of skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying a predetermined condition, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is merely possessed, and it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.

[0091] 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 can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0092] In this embodiment, the skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Moreover, the skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown on 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.

[0093] Specifically, in the character detail screen 160 shown in FIG. 6B, 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. 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.

[0094] 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. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to the character appearing in the training game is displayed, or the value of an ability parameter changes.

[0095] Fig. 7D is a diagram for explaining dedicated events. As shown in Fig. 7D, a plurality of dedicated events are linked to each character. As shown in Fig. 6C, the character details screen 160 displays the dedicated events linked to the character. The dedicated events include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the numerical value of the character's ability parameters, and the like.

[0096] Further, the dedicated events displayed on the character detail screen 160 shown in Fig. 6C may be executed in their entirety while the training main game is being executed, or at least some of them may be executed while the training main game is being executed, or none of them may be executed while the training main game is being executed if a predetermined condition is not met. Also, the number of dedicated events provided for each character may be increased, for example, by increasing the character's level, consuming in-game currency or items, etc. Also, if a predetermined condition is met, a dedicated event that is not displayed as a dedicated event may be executed during the training main game.

[0097] 6B and 6C, a close operation section 163 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.

[0098] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in Fig. 6A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen 165 shown in Fig. 8 is displayed. The player can check information on the character selected on the training target character selection screen 150 on the training information display screen 165.

[0099] FIG. 8 is a first diagram for explaining an example of the training information display screen 165. The training information display screen 165 is provided with a clear goal tab 165a, a past evaluation point tab 165b, a scenario evaluation point tab 165c, and a close operation section 165d. Here, the purpose of the training game is to generate a stronger training character by training a character selected as a training target character from among the characters possessed by the player. As will be described in detail later, the training main game is made up of a number of turns, and the player needs to train the training target character and enter it in a race for each turn.

[0100] A plurality of clear goals are set for each character. When the clear goal tab 165a is tapped, a list of clear goals set for the selected character is displayed on the training information display screen 165. A race in which the character to be trained can run is determined in advance for each turn. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.

[0101] Furthermore, when a character to be trained runs in a race, the character to be trained can gain fans. In each race, the number of fans that can be gained is determined by the finishing position, and the higher the finishing position, the more fans the character can gain. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans the character can gain.

[0102] 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.

[0103] Furthermore, the character to be trained will activate a skill (an acquired skill) during the race with a certain probability. 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.

[0104] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required for entry. Therefore, if a race in which the number of fans is specified as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.

[0105] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a difficult race (e.g., GI) within a range of a predetermined turn. In this way, a plurality of clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.

[0106] Therefore, if the character to be trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character to be trained cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.

[0107] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns there are, the stronger the character to be trained can be generated. Therefore, when playing the training main game, it is necessary to increase the parameters of the character to be trained so that all clearing objectives can be cleared.

[0108] Basically, the clearing goal set for each character is fixed, and the same clearing goal is set as a task each time the training game is played. However, there may be characters that are set with clearing goals that change according to the progress of the training main game, or that allow the player to select clearing goals.

[0109] Furthermore, when the historical evaluation point tab 165b is tapped on the training information display screen 165, information on the training characters with the top three evaluation points, which were generated based on the selected character, is displayed on the training information display screen 165.

[0110] FIG. 9 is a second diagram for explaining an example of the training information display screen 165. When the training game is completed, a training character is generated. When the training game is completed, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a preset calculation formula, such as a point calculated based on various parameters of the training target character at the time of training completion, a point calculated based on acquired skills, etc. The training information display screen 165 displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.

[0111] Although detailed explanation is omitted, the training game has multiple scenarios. The basic game specifications are common to each scenario, but some functions differ from one scenario to another. As shown in FIG. 9, the training information display screen 165 displays the scenarios selected when each training character was trained. Although not shown, when the scenario evaluation point tab 165c is tapped, the top three training characters with the highest evaluation points are displayed by scenario.

[0112] 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.

[0113] <Registering a successor character> Fig. 10A is a first diagram illustrating an inheritance character selection screen 170. Fig. 10B is a first diagram illustrating a development character list screen 180. Fig. 10C is a second diagram illustrating an inheritance character selection screen 170. Fig. 10D 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.

[0114] 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.

[0115] 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. 10A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.

[0116] 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. 10B 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.

[0117] 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. 10B. 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.

[0118] 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. 10C. 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.

[0119] 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. 10D.

[0120] 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.

[0121] FIG. 11 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, and 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.

[0122] As shown in FIG. 11, the character to be trained in the training main game that is about to start is defined as the current generation. 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 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 characters were generated are defined as the second generation of inheritance.

[0123] 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 11. 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.

[0124] 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.

[0125] 10D, 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.

[0126] FIG. 12 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 and stored with factor information. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was selected by lottery.

[0127] 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.

[0128] 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. 12, 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.

[0129] 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.

[0130] 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.

[0131] 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.

[0132] Figure 13A 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".

[0133] 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).

[0134] 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.

[0135] 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, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined for each factor (inherited character) whether or not to activate, and when 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.

[0136] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to activate a basic ability factor, 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 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

[0137] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 10C, 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.

[0138] In addition, in Fig. 10D, 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.

[0139] 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. 10D, 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.

[0140] 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".

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 10C and 10D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value that increases due to the basic ability factor has been added. In this way, by displaying the initial upper limit value that takes 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.

[0146] The suitability factors shown in FIG. 12 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] In contrast, in the 31st and 55th 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 31st and 55th 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 31st or 55th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 31st and 55th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 31st and 55th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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 31st and 55th 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.

[0157] 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.

[0158] 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.

[0159] FIG. 13B 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 acquire a skill hint as described above, but the upper limit of ability parameters will not increase.

[0160] 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.

[0161] 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.

[0162] The skill factors shown in FIG. 12 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 character has acquired. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by the lottery.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] Fig. 14A is a diagram explaining compatibility judgment targets, and Fig. 14B is a diagram explaining compatibility judgment items. As shown in Fig. 14A, 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.

[0169] 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).

[0170] 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.

[0171] For each of the above-mentioned judgment objects, it is judged whether the condition is satisfied for each of the judgment items. An example of the judgment items is shown in Fig. 14B. In this embodiment, the world view of the game is set such that the characters that can be selected as characters to be trained are students, and each character trains at school.

[0172] As shown in Fig. 14B, 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 character to be judged match.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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.

[0177] As shown in Figures 10B, 10C, and 10D, when an inherited character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inherited 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 10A, when an inherited character is not selected, the compatibility mark is not displayed.

[0178] 10B, 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 inherited characters.

[0179] <Support card registration> Fig. 15A 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. 15A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed in the lower part of the support card organization screen 190.

[0180] 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.

[0181] 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.

[0182] Fig. 15B 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. 15A, a support card selection screen 200 shown in Fig. 15B 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.

[0183] 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.

[0184] FIG. 16A is a diagram for explaining a support card table. As shown in FIG. 16A, 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 character ID. In other words, one support card is always associated with one support character.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] FIG. 16B is a diagram explaining the support effect. As shown in FIG. 16B, a plurality of support effects are stored in each support card. The support effect increases various statuses in the training main game. A support card is provided with a plurality of targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0190] FIG. 16C is a diagram for explaining the possessed skills. As shown in FIG. 16C, a plurality of possessed skills are set to each support card. In this embodiment, just as each character possesses a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player or by another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.

[0191] FIG. 16D is a diagram for explaining support events. As shown in FIG. 16D, each support card is linked to a plurality of support events. A support event is an event that may occur during execution of the training main game. When a support event occurs, the values ​​of various statuses in the training main game may increase or decrease.

[0192] 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.

[0193] The support event may include a hint event and a skill event. The hint event may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The skill event may include a first skill event that may occur at the start of a turn in the training game, and a second skill event that may occur after training in the training game.

[0194] The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event 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.

[0195] Fig. 15C 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. 15C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 15A.

[0196] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 10D 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. 15C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 17A is displayed.

[0197] Fig. 17A is a diagram explaining the final confirmation screen 205. Fig. 17B 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.

[0198] 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. 17B is displayed.

[0199] 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.

[0200] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card composition screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 21A) is displayed on the display .

[0201] <Registering a specific character> 4, after the scenario, the character to be trained, the successor character, and the support card are registered, the specific character is registered. In this embodiment, four types of characters are set in advance as the specific character.

[0202] Fig. 18 is a first diagram for explaining the character identification information table. Fig. 19 is a second diagram for explaining the character identification information table. Fig. 18 shows a case where "character C" is registered as a character to be raised, and "character E", "character I", "character L", "character M", "character Q", and "character T" are registered as support characters. Fig. 19 shows a case where "character F" is registered as a character to be raised, and "character E", "character J", "character L", "character M", "character Q", and "character T" are registered as support characters.

[0203] 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.

[0204] In this embodiment, as shown in Fig. 18, "Character F", "Character J", "Character N", and "Character R" are set as the specific characters. Then, when the player selects a character to be developed from among the multiple characters, the selected character is registered as the character to be developed in the character identification information table.

[0205] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.

[0206] In addition, when information on characters to be trained and support cards is registered in the character identification information table, information on specific characters is registered. At this time, as shown in Figures 18 and 19, "character F", "character J", "character N", and "character R" are registered as specific characters, regardless of the types of characters to be trained and support characters registered.

[0207] <Setting initial character identification information> As described above, when the character to be trained, the successor character, the support character, and the specific character are registered, the team members and sub-members are registered. As will be described in detail later, in the training game, it is necessary to play a battle game using the characters registered as team members. In addition, when a character registered as a sub-member meets certain conditions, the character is registered as a team member.

[0208] In this embodiment, characters registered as characters to be trained, support characters, and specific characters in the character identification information table are registered as team members. That is, in the case of Fig. 18, "character C", "character E", "character F", "character I", "character J", "character L", "character M", "character N", "character Q", "character R", and "character T" are registered as team members. Also, in the case of Fig. 19, "character E", "character F", "character J", "character L", "character M", "character N", "character Q", "character R", and "character T" are registered as team members.

[0209] In addition, in the character identification information table, among the characters or support cards (support characters) possessed by the player, characters that are not registered as team members are registered as sub-members. Note that, among the predetermined characters, all remaining characters that are not registered as team members, or some characters selected by lottery, may be registered as sub-members.

[0210] It should be noted that, here, the support characters and specific characters are registered as team members from the start of the development main game, but the support characters and specific characters may be registered as sub-members at the start of the development main game and then registered as team members at a predetermined time.

[0211] In this manner, when the information relating to the team members and sub-members (initial character identification information) is stored in the character identification information table, the preparation stage process ends.

[0212] <Growth stage treatment> When the preparation stage process is completed, the training stage process is started. In the training stage process, it is possible to train characters to be trained and characters registered as team members. In the following, in order to facilitate understanding, the basic flow of the training main game will first be described.

[0213] FIG. 20 is a diagram for explaining a selection item table. Here, a selection item table is provided for each type of character to be trained. However, a common selection item table may be provided regardless of the type of character to be trained. As shown in FIG. 20, the training game is composed of the 1st turn to the 78th turn, and has a game nature in which various parameters are updated according to the selection result of the player in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.

[0214] FIG. 21A is a first diagram for explaining the top screen 210. FIG. 21B is a second diagram for explaining the top screen 210. When the process proceeds to the training stage, the top screen 210 shown in FIG. 21A and FIG. 21B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top 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 amount of the "stamina" of the character to be trained can be visually grasped relative to the upper limit value of the "stamina".

[0215] 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.

[0216] 21A and 21B, 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 top screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and an alphabet indicating a rank separated by the numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained as a numerical value.

[0217] 21A and 21B, a rest operation section 215, a training operation section 216, a skill operation section 217, an outing operation section 218, and a personal race operation section 219 are displayed at the bottom of the top screen 210. Also, the current number of turns is displayed at the upper left of the top screen 210.

[0218] Furthermore, the player can select one of the following items at each turn: a rest operation section 215, a training operation section 216, an outing operation section 218, and a personal race operation section 219.

[0219] The player can select the option "rest" by operating the rest operation unit 215. When "rest" is selected, the physical strength of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 216.

[0220] In addition, the player can select the option "Going out" by operating the going out operation unit 218. When "Going out" is selected, the condition of the character to be trained improves. In addition, the player can select an individual race in which the character to be trained will run by operating the individual race operation unit 219.

[0221] When the character to be trained takes a rest, trains, goes out, or participates in a personal race, the current turn ends and the next turn begins.

[0222] In this embodiment, an individual race limited turn is set for each character, during which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected. During the individual race limited turn, as shown in FIG. 21B, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed in gray, and operations by the player are not accepted. Therefore, during the individual race limited turn, the player must operate the individual race operation unit 219 to enter the character to be trained in an individual race.

[0223] On the other hand, the skill operation unit 217 is set to be always selectable in all turns. Although the details will be described later, even if a skill is acquired, the turn does not end. Also, as shown in FIG. 20, in this embodiment, a team race is forcibly executed after the 24th turn, the 36th turn, the 48th turn, the 60th turn, and the 72nd turn are ended. The details of the team race will be described later.

[0224] Fig. 22A is a first diagram illustrating the training screen 220. Fig. 22B is a second diagram illustrating the training screen 220. When the training operation section 216 of the top screen 210 is operated, the training screen 220 is displayed on the display .

[0225] 22A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221, a stamina operation section 222, a power operation section 223, a will operation section 224, and a wisdom operation section 225 are displayed.

[0226] When the player operates any of the operation units 221-225, the training item corresponding to the operation unit 221-225 to which the operation input has been made becomes provisionally selected. At this time, the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. FIG. 22A shows a state in which the power operation unit 223 has been provisionally selected. Also, FIG. 22B shows a state in which the stamina operation unit 222 has been provisionally selected.

[0227] When an operation input is again made to the temporarily selected speed operation unit 221, speed training is executed. Similarly, when an operation input is again made to the temporarily selected stamina operation unit 222, power operation unit 223, willpower operation unit 224, or wisdom operation unit 225, stamina, power, willpower, and wisdom training are executed, respectively.

[0228] In addition, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1, and can increase up to a maximum of level 5.

[0229] Further, the operation units 221 to 225 in the provisionally selected state display a failure rate display unit 226. The failure rate, which is displayed as a numerical value in the failure rate display unit 226, is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0230] Also, the status display section 213 displays the increase in ability parameters when the training corresponding to the provisionally selected operation sections 221 to 225 is successful. In the example shown in Fig. 22A, the power operation section 223 is provisionally selected, and "+8" is displayed in the stamina column and "+10" is displayed in the power column of the status display section 213. Also, in the example shown in Fig. 22B, the stamina operation section 222 is provisionally selected, and "+15" is displayed in the stamina column and "+5" is displayed in the guts column of the status display section 213.

[0231] Furthermore, when a training session is performed and the session is successful, a specific event may occur. In this case, an event notification display 227 is displayed on the operation units 221-225 corresponding to the training session in which the specific event occurs. The event notification display 227 may be displayed in a different manner depending on the type of event.

[0232] In addition, in a turn in which training can be performed, a character may be placed in each training item. The characters to be placed in the training items are the above-mentioned support characters, specific characters, characters of other team members or sub-members, and story characters set separately from these. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place the character in a training item and the training item to be placed are determined by lottery.

[0233] 22B, a placed character icon 228 corresponding to a character placed in the training (hereinafter referred to as a placed character) is displayed for each of the temporarily selected operation units 221 to 225 in the upper right portion of the training screen 220. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 227 is displayed on the corresponding placed character icon 228.

[0234] In addition, if the training to which the placed character is linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed character is linked is successful. Note that, hereinafter, the training to which the character is linked will be referred to as joint training.

[0235] In addition, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameters associated with the placed character. When the placed character is successful in the training associated with the placed character, the bond parameters of the placed character increase. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character to be trained when the training is successful.

[0236] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training occurrence possible state is set for that training item. When a training item for which a friendship training occurrence possible state is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training occurrence possible state is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0237] In addition, one of the five training items, speed, stamina, power, guts, and wisdom, is linked to the support card (support character) as a favorite training. In this case, the setting conditions for the friendship training occurrence possible state are that the support character is placed in the favorite training and that the bond parameter of the support character is equal to or greater than a predetermined value.

[0238] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the speciality training of the support character, a friendship training occurrence state is set for this training item. Then, when the training item for which the friendship training occurrence state is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0239] The support cards (support characters) may include support cards (support characters) that are not linked to a specialty training. A friendship training occurrence possible state may be set for a support card (support character) that is not linked to a specialty training, regardless of the training item to be placed, on the condition that the bond parameter of the support character is equal to or greater than a predetermined value. Alternatively, a friendship training occurrence possible state may not be set for a support card (support character) that is not linked to a specialty training.

[0240] As described above, in this embodiment, the conditions for setting a state in which friendship training can occur are that the bond parameter of the support character is a predetermined value or greater, and that the support character is placed in a pre-set training item.

[0241] 22C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation units 221-225 in a provisionally selected state, training corresponding to operation unit 221-225 to which the operation was input is executed. When the training is executed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.

[0242] Although not shown in the figure, when normal joint training is performed, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0243] In addition, if a training session in which a friendship training occurrence state is set is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that satisfies the setting conditions for the friendship training occurrence state.

[0244] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state in which friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0245] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training occurrence possible state. For example, assume that four support characters, characters A, B, C, and D, are placed in a stamina training item. At this time, assume that characters A, B, C, and D all satisfy the setting conditions for the friendship training occurrence possible state. In this case, a friendship training-only performance is executed in which characters A, B, C, and D are displayed simultaneously or in order on the training result notification screen 220a.

[0246] In addition, the friendship training-only performance is a content in which a character who meets the setting conditions for the friendship training occurrence possible state and the character to be trained train together. Therefore, it can be said that the friendship training occurrence possible state is set not only for the training item but also for the support character.

[0247] Although not shown in the figure, an effect is superimposed on a placed character icon 228 corresponding to a placed character for which a friendship training occurrence possible state has been set. This allows the player to identify which placed character friendship training will occur for. Furthermore, when a friendship training occurrence possible state is set for any training item, an effect is also superimposed on the training operation section 216 of the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training occurrence possible state has been set.

[0248] Furthermore, on the training result reporting screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.

[0249] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 22A or 22B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When the training of speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when the training of wisdom is successful, stamina is restored.

[0250] Furthermore, if training is unsuccessful, a prescribed penalty is given. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty 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.

[0251] 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. Also, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0252] 22D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. In the event screen 220b, various events are executed. Note that multiple events may occur during one turn.

[0253] 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.

[0254] The events include a first hint event and a second hint event that provide skill hints, as well as an event that recovers stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. As will be described in detail later, the events include an event in which the turn in which it occurs is predetermined, and an event that occurs when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0255] FIG. 23A is a first diagram for explaining an inheritance event. FIG. 23B is a second diagram for explaining an inheritance event. FIG. 23C is a third diagram for explaining an inheritance event. FIG. 23D is a fourth diagram for explaining an inheritance event. In the above-mentioned factor activation turn, an inheritance event occurs with the start of the turn. This inheritance event is a scenario-common event described later, and always occurs in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 31st turn, and the 55th turn are set as factor activation turns, but here, a case where an inheritance event occurs in the 31st turn will be described.

[0256] When the 31st turn starts, first, as shown in FIG. 23A, the character to be raised and an operation part marked "Touch" are displayed on the event screen 220b. When the operation part displayed on the event screen 220b is tapped, an animation image including the character to be raised and two inherited characters is displayed as shown in FIG. 23B. When the operation part is tapped, a lottery is performed to determine whether or not to activate all factors possessed by a total of six characters to be raised, the first and second generations of inheritance.

[0257] Then, as shown in Fig. 23C, the factors that have been selected by lottery and have been determined to be activated are displayed, and then, as shown in Fig. 23D, the types of ability parameters or aptitude parameters that increase as a result of the activation of the factors and the increase values ​​are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Fig. 21A is displayed, and the player can select one of the items. At this time, the increase values ​​of the ability parameters or aptitude parameters displayed in the inheritance event are added to the status display section 213.

[0258] Fig. 24A is a first diagram illustrating the skill screen 230. Fig. 24B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 of the top screen 210 is operated, the skill screen 230 shown in Fig. 24A is displayed on the display 26.

[0259] A skill display field 231 is displayed on the skill screen 230. The skill display field 231 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 232 indicating the discount rate is displayed together with the skill display field 231.

[0260] Furthermore, for each skill displayed on the skill screen 230, the activation conditions and the effect when the skill is activated are displayed.

[0261] Also, a stamina display section 211, a condition display section 212, and a skill point display section 214 are displayed at the top of the skill screen 230. Also, at the top left of the skill screen 230, the current number of turns is displayed.

[0262] When a player consumes skill points to acquire a possessed skill based on the player's operation, the acquired skill is displayed as "GET" as shown in Fig. 24B, to notify the player that the possessed skill has been acquired. In addition, the skill point display unit 214 displays the value of the possessed skill points minus the consumed skill points.

[0263] Fig. 25A is a first diagram illustrating an individual race selection screen 240. When an individual race operation unit 219 on the top screen 210 is operated, the individual race selection screen 240 shown in Fig. 25A is displayed. The individual race has a game nature in which a character to be trained races against a so-called non-player character (hereinafter referred to as NPC).

[0264] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 240. An individual race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the individual race selection screen 240. A start operation section 242 is displayed at the bottom of the individual race selection screen 240. The races that can be selected by the individual race selection operation section 241 of the individual race selection screen 240 are preset for each turn.

[0265] In addition, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a stipulated number of fans as an entry condition. For races in which the stipulated number of fans is not met, the entry conditions are displayed on the individual race selection operation unit 241 as shown in FIG. 25A, and a notice is given that the race cannot be selected. In addition, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the individual race selection screen 240.

[0266] FIG. 25B is a diagram for explaining an individual race start screen 250. When the start operation unit 242 is operated in a state in which the race event of the individual race to be participated is selected by the individual race selection operation unit 241, the individual race start screen 250 shown in FIG. 25B is displayed. A strategy display unit 251 is displayed in the center of the individual race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating the strategy change screen.

[0267] Furthermore, a result operation section 253 and a race operation section 254 are displayed at the bottom of the individual race start screen 250. When the race operation section 254 is operated, a race screen (not shown) is displayed on the display 26. On the race screen, a video of the development of the race (hereinafter also referred to as race video) is displayed.

[0268] FIG. 25C is a first diagram for explaining the individual race result screen 260. FIG. 25D is a second diagram for explaining the individual race result screen 260. When the playback of the race video ends, and when the result operation unit 253 is operated, the individual race result screen 260 is displayed on the display 26. As shown in FIG. 25C, the individual race result screen 260 displays the finishing order of the characters to be trained in the individual race. Also, as shown in FIG. 25D, the individual race result screen 260 displays the current class of the characters to be trained.

[0269] In this embodiment, 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. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The individual race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in this individual race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed.

[0270] In this embodiment, a placed character is linked to one of the training items. The placed characters include characters set as team members excluding characters to be developed (hereinafter, characters set as team members are simply referred to as team members). A training level is linked to each team member as a parameter in addition to the bond parameters described above. The training level increases as a training event is executed. Furthermore, the training event is executed based on the training level.

[0271] A special training event is an event that increases the ability parameters of the character being trained and team members. A special training event may also give the character being trained hints about skills. A special training event occurs for each team member. As will be described in more detail later, whether or not a special training event occurrence enabling state is set in which a special training event can occur is determined by lottery for each team member. Then, when a team member who is set to a state in which a special training event can occur is successful in the training assigned to him or her, the special training event occurs.

[0272] In this embodiment, the conditions for setting the state in which a training event can occur are that a team member is placed in any training item and that a lottery for the occurrence of a special training event is won. When the conditions for setting the state in which a special training event can occur are met, the state in which a special training event can occur is set for the training item in which the team member is placed and for the team member.

[0273] Also, here, the condition for the special training event occurrence is set to be successful in the training for which the special training event occurrence state is set. In other words, when a team member is placed and the special training occurrence lottery is won, the special training event occurs when the team member succeeds in the training in which the team member is placed. As described above, the special training occurrence lottery is executed for each team member placed in the training item.

[0274] Therefore, for example, multiple team members may be assigned to one training item, and multiple team members may win the special training event lottery. In this case, when the training is successful, a special training event will occur for the multiple team members.

[0275] In addition, a state where a special training event can occur may be set for team members who are placed in different training items during one turn. In other words, a state where a special training event can occur may be set for multiple training items at the same time. In this case, a special training event occurs only for team members who are placed in the training item selected by the player.

[0276] FIG. 26 is a diagram for explaining the execution patterns of a training event. The training event is broadly divided into three execution patterns: a normal pattern, a soul explosion pattern, and an extreme explosion pattern. As described above, when a training event is executed, the ability parameters of the character to be trained and the team member who is the subject of the training event (hereinafter referred to as the training subject) increase. At this time, the increase in ability parameters is greater in the soul explosion pattern than in the normal pattern, and even greater in the extreme explosion pattern than in the soul explosion pattern.

[0277] The execution pattern of the training event is determined by the training level of the training target and the results of the extreme occurrence lottery, which will be described later. Specifically, if the training level of the training target is between level 0 and level 3, the execution pattern of the training event will always be the normal pattern. Furthermore, if the training level of the training target is level 4, the execution pattern of the training event will always be the soul explosion pattern. If the training level is level 4 or lower, when a training event is executed, the training level of the training target will increase by "1".

[0278] In other words, if the training level is level 4 or lower, the training level matches the number of times the training event has been executed. Therefore, for a training target who has executed the training event four times and whose training level is level 4, the execution pattern of the training event will be the soul explosion pattern. Then, when a training event with a soul explosion pattern is executed, the training level of the training target will rise to level 5.

[0279] If a team member with a training level of level 5 wins the special training occurrence lottery, an extreme occurrence lottery will also be held. If the extreme occurrence lottery result is not a winner, the execution pattern of the special training event will be the normal pattern. In this case, even if the special training event is held, the training level of the training target will not be updated. In other words, if the extreme occurrence lottery is not won, the training level of the training target will remain at level 5 even if the special training event is held.

[0280] On the other hand, if you win the Extreme Generation Lottery, the execution pattern of the training event will be the Extreme Explosion pattern. In this case, when the training event is executed, the training level of the training target will increase by "1", to level 6.

[0281] If the training level of the training target is level 6, the execution pattern of the training event will always be the normal pattern. Also, the upper limit of the training level is level 6. Therefore, even if a training event is executed for a training target whose training level is level 6, the training level will not be updated thereafter.

[0282] As described above, the soul explosion pattern training event and the extreme explosion pattern training event can each be executed a maximum of once for each team member. By triggering both the soul explosion pattern training event and the extreme explosion pattern training event, the player can greatly increase the ability parameters of the team members, including the character to be trained.

[0283] Although not shown in the figure, when a training event occurs, a special performance for the training event is executed. The special performance for the training event is content in which the character to be trained gives special training to a team member who is set in a state in which a training event can occur. In other words, when the special performance for the training event is executed, an image of the character to be trained giving special training to the training target is displayed on the event screen 220b. When a training event occurs for multiple training targets, the multiple training targets are displayed simultaneously or sequentially on the event screen 220b.

[0284] Special training event effects are provided for each team member, each training event execution pattern, and each training item. Therefore, for example, if there are 30 team members, there will be 450 special training event effects (number of team members (30) x 3 training event execution patterns x 5 training items). In these special training event effects, the character being trained is always displayed on the event screen 220b.

[0285] Fig. 27A is a third diagram for explaining the top screen 210. Fig. 27A shows a case where a training event occurrence possible state is set for any team member or training item in the turn. When a training event occurrence possible state is set for any team member or training item, a training icon 270 is displayed in the training operation section 216 of the top screen 210 as shown in Fig. 27A.

[0286] FIG. 27B is a third diagram for explaining the training screen 220. When the training operation unit 216 is operated on the top screen 210 shown in FIG. 27A, the training screen 220 is displayed. At this time, a training icon 270 is superimposed on the arranged character icon 228 corresponding to the team member for which a training event occurrence possible state is set. In the example shown in FIG. 27B, three characters are arranged in the stamina training, and the arranged character icon 228 displayed at the top of these characters is superimposed on the arranged character icon 228. This allows the player to identify which team member the training event will occur for, that is, the training target.

[0287] 27B, on the training screen 220, a soul icon 228b is displayed on the placed character icon 228. The soul icon 228b indicates the training level.

[0288] Fig. 28A is a diagram illustrating the special training icon 270. As shown in Fig. 28A, there are three display patterns of the special training icon 270 that is superimposed on the training operation section 216 of the top screen 210 or the arranged character icon 228 of the training screen 220. Here, the display pattern of the special training icon 270 is determined depending on the execution pattern of the special training event.

[0289] Specifically, when the execution pattern of the special training event is a normal pattern, the display pattern of the special training icon 270 is the first display pattern. Also, when the execution pattern of the special training event is a soul explosion pattern, the display pattern of the special training icon 270 is the second display pattern. Also, when the execution pattern of the special training event is an extreme explosion pattern, the display pattern of the special training icon 270 is the third display pattern. Therefore, the player can grasp in advance the execution pattern of the special training event that occurs as a result of successful training by the special training icon 270. Here, the second display pattern is more noticeable than the first display pattern, and the third display pattern is configured with a pattern that is even more noticeable than the second display pattern.

[0290] As described above, a state in which a training event can occur may be set for each of a plurality of team members arranged in different training items. Even in this case, only one training icon 270 is displayed on the training operation unit 216. At this time, a priority order is set for the display pattern of the training icon 270 displayed on the training operation unit 216. Here, the third display pattern has the highest priority order, and the first display pattern has the lowest priority order.

[0291] For example, suppose that a state where a training event of a super explosion pattern can occur is set for a team member placed in speed training, and a state where a training event of a soul explosion pattern can occur is set for a team member placed in stamina training. In this case, the training operation section 216 of the top screen 210 displays the training icon 270 of the third display pattern.

[0292] On the other hand, in the training screen 220, a training icon 270 corresponding to the execution pattern of the training event may be displayed for each of the multiple arranged character icons 228. Therefore, among the multiple training icons 270 displayed on the training screen 220, the training icon 270 with the highest priority is displayed in the training operation section 216 of the top screen 210.

[0293] Here, it is assumed that a common training icon 270 is displayed on the top screen 210 and the training screen 220. However, different training icons 270 may be displayed on the top screen 210 and the training screen 220. Furthermore, when multiple training icons 270 are displayed on the training screen 220, the same number of training icons 270 as on the training screen 220 may also be displayed on the training operation section 216 of the top screen 210.

[0294] Furthermore, the special training icon 270 may be displayed only on either the top screen 210 or the training screen 220. Also, only one display pattern of the special training icon 270 may be provided. In this case, a common special training icon 270 is displayed regardless of the execution pattern of the special training event. Also, the display pattern of the special training icon 270 shown in FIG. 28A is merely an example. Note that the special training icon 270 is not a required component, and the player may be unable to distinguish whether or not a state in which a special training event can occur is set.

[0295] Fig. 28B is a diagram for explaining the soul icon 228b. As shown in Fig. 28B, seven display patterns of the soul icon 228b are provided. The display pattern of the soul icon 228b is linked to the training level, and the soul icon 228b is displayed in a display pattern corresponding to the training level of the training target. All display patterns of the soul icon 228b have a flame-like pattern reminiscent of a soul.

[0296] Specifically, the display patterns of the soul icons 228b corresponding to the training levels from level 0 to level 3 are all the same pattern. However, as the training level increases, the display area of ​​the soul icons 228b increases. Also, the display pattern of the soul icon 228b corresponding to the training level of level 4 has an even larger display area than the display pattern of the soul icon 228b corresponding to the training level of level 3. Also, an effect is superimposed on the display pattern of the soul icon 228b corresponding to the training level of level 4, and it is configured to stand out more than the display pattern of the soul icon 228b corresponding to the training level of level 3.

[0297] Also, the display pattern of the soul icon 228b corresponding to the training level of level 5 is a different color from the display pattern of the soul icon 228b corresponding to the training level of level 4. Also, the display pattern of the soul icon 228b corresponding to the training level of level 6 is configured with a pattern reminiscent of a soul being destroyed by an explosion, for example.

[0298] For example, the soul icon 228b of the display pattern corresponding to the training level of level 4 suggests that when a training event occurs, its execution pattern will be a soul explosion pattern. Also, for example, the soul icon 228b of the display pattern corresponding to the training level of level 5 suggests that a training event of a soul explosion pattern has already been executed. Or, the soul icon 228b of the display pattern corresponding to the training level of level 5 suggests that when a training event occurs, its execution pattern will be an extreme explosion pattern. Also, for example, the soul icon 228b of the display pattern corresponding to the training level of level 6 suggests that a training event of an extreme explosion pattern has already been executed.

[0299] Note that the display pattern of the soul icon 228b shown in FIG. 28B is merely an example. Also, the soul icon 228b is not essential. However, by displaying the soul icon 228b, the player can easily understand the training level of the placed character. In other words, the player is provided with information to help him or her decide which training item to select, improving the convenience of the player.

[0300] 27B, when a training event occurrence possible state is set for a training target and a training item, a bonus icon 228c is displayed in the status display section 213 of the training screen 220. The bonus icon 228c indicates the value by which the ability parameter of the character to be trained increases due to the training event.

[0301] 28C is a diagram illustrating the bonus icon 228c. The bonus icon 228c is displayed in a different size depending on the increase in the ability parameter of the character to be trained by the execution of the intensive training event. Here, the bonus icon 228c is displayed in a larger size when the ability parameter of the character to be trained increases by a value between 20 and 39 than when the ability parameter of the character to be trained increases by a value between 0 and 19. Also, the bonus icon 228c is displayed in a larger size when the ability parameter of the character to be trained increases by a value between 40 and above than when the ability parameter of the character to be trained increases by a value between 20 and 39.

[0302] As described above, in a turn in which the player can select training, a character may be placed in a training item. Furthermore, when training in which a character is placed is performed, various events linked to the character may occur, such as a training event or a hint event. Whether or not various events can occur is determined at the start of a turn, so that the event notification display 227 and the training icon 270 can be displayed. Below, of the processes performed at the start of a turn, mainly those related to training and events will be described.

[0303] 29 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.

[0304] 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.

[0305] 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.

[0306] 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.

[0307] 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.

[0308] 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.

[0309] 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.

[0310] 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.

[0311] 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.

[0312] 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.

[0313] 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.

[0314] 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.

[0315] 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.

[0316] 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.

[0317] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining a dedicated event. Here, illustration and description of the process for determining the scenario event and the process for determining the dedicated event are omitted. The turn start processing includes the processes shown in FIG. 29, "process for determining whether or not a first event occurs", "process for determining whether or not a character is placed and the training items to be placed", "process for setting a state in which friendship training can occur", "process for setting a state in which a special training event can occur", "process for determining an execution pattern of a special training event", "process for determining a hint for an obtainable skill", "process for setting a state in which a second event can occur", and "process for determining an increase value of an ability parameter". In addition to the above, various other processes are executed in the turn start processing, but here, the processes shown in FIG. 29 are explained in order.

[0318] <Process to determine whether the first event has occurred> In the process of determining whether or not to generate the first event, the first event to be generated is determined by lottery from among the support events associated with all the support cards provided by the administrator. At this time, the probability of winning the support event associated with the support card registered in the deck by the player in the preparation stage process is set to be high.

[0319] <Process to determine whether or not to place a character and the training items to be placed> 30 is a diagram for explaining the allocation ratio for the training items. An arrangement determination table is stored in the player terminal 1 and the server 1000, and the training items for which the characters are to be allocated are determined based on the arrangement determination table. In this embodiment, the training items are determined for all team members and story characters based on the character identification information.

[0320] Here, the placement determination table is provided for each character identification information, and the placement ratio for each training item is different for each placement determination table. Specifically, according to the placement determination table for support characters and specific characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed", "stamina", "power", "tenacity", and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and specific characters is used when the character for which the placement is to be determined is set as a support character and is also set as a specific character.

[0321] According to the placement decision table for specific characters, the decision to not place it in any training is set at 20%, and the decision to place it in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This placement decision table for specific characters is used when the target character is not set as a support character and is set as a specific character.

[0322] According to the support character placement decision table, the decision to place the character in no training is set at 30%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% each. This support character placement decision table is used when the target character is set as a support character and is not set as a specific character.

[0323] According to the placement decision table for other characters, the decision to place the character in any training is set to 50%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and intelligence is set to 10%. The placement decision table for other characters is used when the target character is not set as either a support character or a specific character. The placement decision table for other characters may be used, for example, when the target character is a story character.

[0324] In this way, team members who are registered as support characters are more likely to be placed in training than team members who are not registered as support characters, and team members who are registered as specific characters are more likely to be placed in training than team members who are not registered as specific characters.

[0325] As described above, a favorite training is set for the support card (support character). When the target character is a support character, a change may be made based on the arrangement determination table shown in FIG. 30 so that the selection probability of the favorite training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) such that the arrangement probability for a predetermined training item is increased. A change is made to a support character to which such an effect is linked so that the arrangement probability for a predetermined training item is increased.

[0326] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5".

[0327] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the training items are determined for the characters is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which it has been determined to place a character, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit number may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0328] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to a lottery result. Also, the method of determining the training items to which characters are to be placed is not particularly limited.

[0329] When the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.

[0330] <Process to set the state in which friendship training can occur> Returning to FIG. 29, once the placement information is determined as described above, a friendship training occurrence possible state is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training occurrence possible state are met for the extracted support character. As described above, here, the setting conditions for the friendship training occurrence possible state are set such that the training item in which the support character is placed is a speciality training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.

[0331] The friendship training occurrence possible information is then linked to the support characters that satisfy the setting conditions for the friendship training occurrence possible state. The friendship training occurrence possible information is also linked to the training item in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are placed. This sets the friendship training occurrence possible state.

[0332] <Process to set the state in which a training event can occur> As described above, when the friendship training event occurrence possible state is set, the special training event occurrence possible state is set. Here, first, the probability of winning the special training occurrence lottery is determined.

[0333] FIG. 31A is a diagram explaining a method for calculating the winning probability of the special training occurrence lottery. FIG. 31B is a diagram explaining the number of people addition value. FIG. 31C is a diagram explaining the hint addition value. As described above, the setting conditions for the special training event occurrence possible state are that a team member is placed in any training item and that the special training occurrence lottery is won. Here, the team members placed in the training item are extracted. Then, for all the extracted team members, the winning probability of the special training occurrence lottery is determined, and the special training occurrence lottery is executed based on the determined winning probability in turn.

[0334] The winning probability of the special training occurrence lottery is determined based on the character identification information as follows. That is, if the placed character is a support character, the winning probability of the special training occurrence lottery is calculated by multiplying the basic probability of 40% by the number of people addition value and the hint addition value. The number of people addition value is determined by the number of placed characters placed in the same training item, as shown in FIG. 31B. Specifically, if only the support character to be processed is placed in the training item in which that support character is placed, the number of placed characters will be "1". In this case, the number of people addition value will be "1.0".

[0335] Also, for example, suppose that in addition to the support character to be processed, one other character is placed in the training item in which the support character is placed. In this case, the number of placed characters becomes "2" and the number of people added value becomes "1.1". Here, as shown in FIG. 31B, the more characters placed in the same training item, the higher the number of people added value and the probability of winning the special training occurrence lottery.

[0336] As shown in FIG. 31C, the hint addition value is calculated by adding the hint occurrence increase rate of the character being processed divided by 100 to "1". Some or all of the support cards have preset effects that are activated during the training main game. Some support cards have a hint occurrence increase rate set as an effect. The hint occurrence increase rate increases the occurrence probability of the above hint events and training events, and is set to any value between 20% and 80%, for example.

[0337] For example, a support card (support character) with a hint generation increase rate set to 50% will have a hint addition rate calculated as 1.5. Therefore, if the number of characters placed in the training item in which this support character is placed is "3", the winning probability of the special training generation lottery is 40% x 1.2 x (1 + 50 / 100) = 72%.

[0338] Also, if the placed character is not a support character, the winning probability of the special training occurrence lottery is calculated by multiplying the base probability of 40% by the number of players added value. In this way, support characters can be set to have a higher winning probability in the special training occurrence lottery than characters that are not support characters. However, support characters that do not have a hint occurrence increase rate set have the same winning probability in the special training occurrence lottery as characters that are not support characters.

[0339] Note that the above method of calculating the probability of winning the special training occurrence lottery is merely one example. Here, the calculation method differs depending on the character identification information, but the calculation method may be the same for all characters. Also, the probability of winning the special training occurrence lottery may be a fixedly set value. Also, here, it is set that the more characters placed, the higher the probability of winning the special training occurrence lottery. However, it may also be set so that the fewer characters placed, the higher the probability of winning the special training occurrence lottery. Alternatively, the number of characters placed may not affect the probability of winning the special training occurrence lottery.

[0340] Once the winning probability of the special training occurrence lottery is determined as described above, the special training occurrence lottery is executed according to the winning probability that has been determined. If the special training occurrence lottery is won, the special training event occurrence possible information is linked to the arranged character (team member). The special training event occurrence possible information is also linked to the training item in which the arranged character that satisfies the setting condition for the special training event occurrence possible state is arranged. This sets the special training event occurrence possible state.

[0341] <Processing for determining the execution pattern of the special training event> Returning to FIG. 29, for team members for whom a state in which a training event can occur is set, an execution pattern of a training event that is executed when the training is successful is determined.

[0342] 32A is a diagram explaining the conditions for generating the execution pattern of the training event. When the training level of the team member to be processed, i.e., the target character, is level 4, the execution pattern of the training event is determined to be the soul explosion pattern. When the training level of the target character is level 5, the winning probability of the extreme occurrence lottery is determined, and the extreme occurrence lottery is executed based on the winning probability determined.

[0343] If you win the lottery, the execution pattern of the special training event will be the extreme explosion pattern, and if you do not win the lottery, the execution pattern of the special training event will be the normal pattern. If the conditions for either the soul explosion pattern or the extreme explosion pattern are not met, the execution pattern of the special training event will be the normal pattern.

[0344] Fig. 32B is a diagram explaining a method for calculating the winning probability of the extreme occurrence lottery. Fig. 32C is a diagram explaining the addition conditions of the additional value. As shown in Fig. 32B, the winning probability of the extreme occurrence lottery is calculated by adding the additional value to the basic probability (here, 5% as an example). Here, as shown in Fig. 32C, an addition condition is set for each additional value.

[0345] Specifically, if a specific character organized in a deck is placed in the same training item as the target character, an additional value of 15% is added. If the target character is organized in a deck and is a specific character, an additional value of 5% is added. If the target character is organized in a deck and is a support character, an additional value of 10% is added. If the training item in which the target character is placed is set to a state in which friendship training can occur, an additional value of 30% is added.

[0346] Therefore, when a team member with a training level of level 5 is placed in a training item in which a friendship training occurrence possible state is set, a training event with an extremely explosive pattern will occur with a high probability. As described above, the friendship training occurrence possible state varies greatly depending on whether it is set or not, and the training items to be set, depending on the composition of the deck. In this way, the probability of occurrence of an extremely explosive pattern differs depending on the friendship training occurrence possible state, the setting probability of which changes due to various factors. As a result, the number of occurrences of an extremely explosive pattern training event may increase or decrease during one training main game. In other words, according to this embodiment, the fluctuation of the progress of the game becomes larger, and the interest of the game is improved.

[0347] Furthermore, when a training event occurs, an effect corresponding to the execution pattern is executed. According to this embodiment, the range of effects that appear becomes wider, which increases the interest of the game. Furthermore, when friendship training occurs, the ability parameters of the character to be trained increase significantly. Furthermore, when a training event of an extreme explosive pattern occurs, in addition to the ability parameters of the character to be trained, the ability parameters of the training target also increase significantly. Therefore, by simultaneously causing friendship training and a training event of an extreme explosive pattern to occur, the player can progress advantageously through the training game.

[0348] <Process to determine hints for available skills> Returning to Fig. 29, when the execution pattern of the training event is determined, the hint of the skill that can be acquired is determined. In this embodiment, when the training event of the soul explosion pattern is executed, and when the training event of the extreme explosion pattern is executed, the character to be trained acquires the hint of the skill.

[0349] Fig. 33A is a diagram explaining a hint of a skill acquired by a character to be trained when a training event of an extremely explosive pattern is executed. Fig. 33B is a diagram explaining a hint level when a hint of a skill is acquired. When a training event of an extremely explosive pattern is executed, a character to be trained acquires a hint of a skill corresponding to the executed training item.

[0350] In this case, the character to be trained will be described as acquiring a hint for a skill that the character possesses. When a hint for a skill that the character possesses is acquired, the skill points required to acquire the skill are discounted. However, when a training event with an extremely explosive pattern is executed, the character to be trained may acquire a hint for a dedicated skill that is not included in the skills that the character possesses. In this case, the character to be trained will acquire a new hint for the dedicated skill by executing the training event with an extremely explosive pattern. As a result, the character to be trained can acquire a new dedicated skill by executing the training event with an extremely explosive pattern.

[0351] As shown in FIG. 33A, when speed training is performed, a hint for the skill "Ignition: Speed" is acquired. Similarly, when stamina, power, guts, and wisdom training are performed, hints for the skills "Ignition: Body", "Ignition: Strength", "Ignition: Roots", and "Ignition: Wisdom" are acquired, respectively. Thereby, the character to be trained can acquire the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Roots", and "Ignition: Wisdom" thereafter by consuming the discounted skill points.

[0352] Although the specific content of the skill is not particularly limited, it is preferable that activation of the skill brings about a benefit corresponding to the executed training item. For example, activation of the skill "Ignition: Speed" may increase speed during a race, and activation of the skill "Ignition: Stamina" may recover stamina during a race. However, it is not essential that the benefit brought about by activation of the skill corresponds to the training item.

[0353] In addition, hint levels are provided for skill hints. There are five hint levels, from level 1 to level 5. The higher the hint level, the higher the discount rate for skill points to acquire the corresponding skill. In other words, the higher the hint level, the fewer skill points are required to acquire a skill.

[0354] When the hint of the skill that the character to be trained acquires is determined, the hint level is also determined. This hint level is determined according to the type of the character to be trained, as shown in FIG. 33B. That is, if the character to be trained is a specific character or a support character, the hint level when the hint of the skill is acquired is the value obtained by adding the hint level up value to level 1.

[0355] In addition, the player can set a hint level-up value for the possessed skill linked to the character to be trained by consuming a specific item outside the training game. This reduces the amount of skill points consumed to acquire the possessed skill from the beginning of the training game.

[0356] For example, outside of the training game, a player can set a hint level up value of "2" for a skill "Ignition: Fast", which is a skill possessed by the player. In this case, if the target character is a specific character or a support character, the hint level is determined to be "3". On the other hand, if the target character is neither a specific character nor a support character, the hint level is determined to be "1".

[0357] Here, for example, assume that speed training is performed and a special training event for an extreme explosive pattern is performed. At this time, the character to be trained may have already acquired the skill "Ignition: Speed". Also, for example, the hint level of the skill "Ignition: Speed" may have reached the upper limit. In these cases, among the hints for skills corresponding to other training items, one that has not been acquired and whose hint level has not reached the upper limit is selected by lottery.

[0358] In addition, the hint of the skill that can be acquired by executing the training event of the extremely explosive pattern may be one that can be acquired by establishing other conditions. Alternatively, the hint of the skill that can be acquired by executing the training event of the extremely explosive pattern may be one that cannot be acquired under other conditions.

[0359] As described above, when a training event with an extremely explosive pattern is executed, the ability parameters of the training target and the training target character increase, and the training target character acquires a skill hint. Note that the benefits brought about by the execution of a training event with an extremely explosive pattern are not limited to this. For example, when a training event with an extremely explosive pattern is executed, only the ability parameters of either the training target or the training target character may increase. Also, a skill hint is not essential, and instead of or in addition to a skill hint, the training target character may acquire a predetermined skill.

[0360] Although detailed description is omitted, when a training event of the soul explosion pattern is executed, the ability parameters of the character to be trained and the training target increase, and the character to be trained acquires a hint for a specific skill. Here, for example, among the skills possessed by the character to be trained, skills that have not been acquired and whose hint level is not the upper limit are extracted. Then, a hint level is determined for the extracted skills. At this time, as with the extreme explosion pattern, the hint level may be set to be high when the target character is a specific character or a support character.

[0361] In this embodiment, the hint of the skill that can be acquired is determined at the start of the turn. However, the hint of the skill that can be acquired may be determined after the execution of the extreme explosive pattern training event.

[0362] <Process to determine the increase in ability parameters> Returning to FIG. 29, at the start of a turn, the increase in ability parameters upon successful training is determined for each training item.

[0363] FIG. 34A is a diagram for explaining the training levels. As shown in FIG. 34A, the training level is set to increase as the team ranking increases. The team ranking is updated based on the results of a team race, which will be described later. If the team ranking is 100th or lower, the training levels of speed, stamina, power, tenacity, and intelligence are set to "Level 1."

[0364] If the team ranking is 99th or higher and 60th or lower, each training level is set to "Level 2", if the team ranking is 59th or higher and 30th or lower, each training level is set to "Level 3", if the team ranking is 29th or higher and 10th or lower, each training level is set to "Level 4", and if the team ranking is 9th or higher, each training level is set to "Level 5".

[0365] In this embodiment, the training level is set to increase as the team ranking increases, but this is not limited to the above. For example, the training skills of team members may be counted for each training item, and the training level may increase according to the counted value. Here, the training levels of all training items are common to the team ranking, but the training levels of different training items may be different for the same team ranking.

[0366] Also, for example, the number of times a training item is performed or succeeded may be counted, and a training level may be determined for each training item based on the number of times the training item is performed or succeeded. In this case, it is preferable to set the training level to be higher as the number of times the training item is performed or succeeded increases.

[0367] In this embodiment, when the training selected by the player is successful, the value of a predetermined ability parameter increases depending on the training item. Specifically, when speed training is successful, the values ​​of the ability parameters of speed and power increase. When stamina training is successful, the values ​​of the ability parameters of stamina and tenacity increase. When power training is successful, the values ​​of the ability parameters of stamina and power increase. When tenacity training is successful, the values ​​of the ability parameters of speed, power and tenacity increase. When intelligence training is successful, the values ​​of the ability parameters of speed and intelligence increase.

[0368] Fig. 34B is a diagram for explaining the fixed increase value (speed). Fig. 34C is a diagram for explaining the fixed increase value (power). Fig. 34B shows the fixed increase value when the training item is speed. Fig. 34C shows the fixed increase value when the training item is power.

[0369] As shown in Figures 34B and 34C, the higher the training level, the greater the increase in the ability parameters. Although not described here, when stamina, guts, or wisdom is selected as a training item, the fixed increase value is determined according to the training level, in the same way as when speed and power are selected.

[0370] In this embodiment, many conditions for adding ability parameters are provided. Examples of the conditions for adding include a specific character or a support character being placed in a training item. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be developed. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0371] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Moreover, the friendship bonus addition rate is calculated for each character placed in the training item.

[0372] For example, suppose that the friendship bonus addition rate is 20% and three characters with a friendship bonus possible state are placed in the same training item. In this case, the friendship bonus addition rate is 60%. In this way, the increase in ability parameters increases as the friendship bonus addition rate is multiplied.

[0373] In addition, in the training event occurrence possible state, the increase value of the ability parameter of the character to be trained due to the execution of the training event is calculated. For example, when a normal pattern training event is executed, the increase value of the ability parameter of the character to be trained increases as the number of characters arranged in the training item in which the training event occurrence possible state is set.

[0374] In addition, when a training event with a soul explosion pattern is executed, the increase in ability parameters is greater than when a training event with a normal pattern is executed. In addition, when a training event with an extreme explosion pattern is executed, the increase in ability parameters is even greater than when a training event with a soul explosion pattern is executed.

[0375] In addition, the increase in the ability parameter due to the execution of the special training event may also be multiplied by the friendship bonus addition rate. In other words, various addition conditions may be set for the calculation of the increase in the ability parameter due to the execution of the special training event.

[0376] In addition, in a state where a training event of a soul explosion pattern can occur, the increase value of the ability parameters of the training target due to the execution of the training event is calculated. At this time, the increase value of each ability parameter is determined according to the favorite training of the team member for whom the training event can occur is set. Note that here, the increase value of the ability parameters of the training target is set in advance. However, as in the above, if a predetermined addition condition is met, the increase value may be multiplied by a predetermined addition rate.

[0377] Also, in a state where a training event of an extreme explosion pattern can occur, the increase in the ability parameters of the training target due to the execution of the training event is calculated. In this case, too, the increase in each ability parameter is determined according to the training specialty of the team member for whom the training event can occur is set. However, in a state where a training event of an extreme explosion pattern can occur, the increase in the ability parameters of the training target is set to be greater than in a state where a training event of a soul explosion pattern can occur. Although a detailed explanation is omitted, when the ability parameters of the training target increase, the upper limit value of the ability parameter also increases.

[0378] <Processing to set the second event occurrence state> Returning to Fig. 29, for a support character that is placed in any training item and for which a special training event occurrence enabling state has not been set, a second event occurrence enabling state is set. The second event is selected by lottery from among the support events (second events) linked to the support characters (support cards) placed in each training item.

[0379] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters that are placed in a training item but for which a training event can not be set. However, whether or not a second event can be set may also be determined for support characters for which a training event can be set. When a player selects a training in which a support character for which a second event can be set is placed, a second event occurs after the training is performed.

[0380] In addition, a second event may be set to occur in each of a plurality of support characters arranged in one training item. In this case, only one of the second events for which a possible occurrence state is set may be executed when the training is performed. Also, all of the second events for which a possible occurrence state is set may be executed.

[0381] Furthermore, both a state in which a training event can occur and a state in which a second event can occur may be set for one training item. In this case, when the training is successful, a training event occurs for all training targets for which a state in which a training event can occur is set, and a second event does not occur. However, even in this case, some or all of the second events for which a state in which they can occur may occur.

[0382] As described above, in this embodiment, the occurrence of the training events of the soul explosion pattern and the extreme explosion pattern greatly increases the ability parameters of the training target character and the team members. Then, in this embodiment, as described above, after the 24th turn, the 36th turn, the 48th turn, the 60th turn, and the 72nd turn, the team race is forcibly executed. In the team race, the training target character and the team member with higher ability parameters are advantageous. Therefore, the player can advantageously proceed through the team race that is executed periodically by causing many training events of the soul explosion pattern and the extreme explosion pattern to occur. The team race will be described below.

[0383] FIG. 35A is a diagram illustrating a team race selection screen 280. As described above, in this embodiment, when a predetermined turn ends, a team race is forcibly started. When a team race starts, a team race selection screen 280 shown in FIG. 35A is displayed. In the center of the team race selection screen 280, a competition team selection operation section 281 for selecting an opponent for the team race to be participated in is displayed. The opponent can be an NPC. Also, the opponent is not limited to an NPC, and may be another player's team. In this case, a communication competition with the other player's team is held.

[0384] FIG. 35B is a diagram for explaining the team formation screen 282. When the competition team selection operation unit 281 is operated, the team formation screen 282 is displayed on the display 26. The team formation screen 282 displays a team formation operation unit 283. By operating the team formation operation unit 283, the player can form a character formation for the team race using the characters registered as team members. In this embodiment, five races, "short distance", "mile", "middle distance", "long distance", and "dirt", are executed in the team race. The game has a feature that the overall victory or defeat of the team race is determined based on the victory or defeat of each race.

[0385] Specifically, if the number of races won by the player's team out of the five races is greater than the number of races won by the opponent's team, the player will win the team race overall. On the other hand, if the number of races won by the player's team out of the five races is less than the number of races won by the opponent's team, the player will lose the team race overall. Also, if the number of races won by the player's team and the number of races won by the opponent's team are the same, the game ends in a draw.

[0386] Note that the player can organize up to three types of characters from among the team members for each race. Also, here, the same type of character cannot be organized into multiple races. Note that the characters to be participated in the team race need only be selectable from the team members, and do not necessarily have to include characters to be trained. Also, one team member may be allowed to participate in multiple races in the team race. A start operation unit 282a is displayed at the bottom of the team organization screen 282. When the start operation unit 282a is operated, the team race starts.

[0387] Fig. 35C is a diagram illustrating a team race start screen 284. When the start operation unit 282a of the team formation screen 282 is operated, the team race start screen 284 shown in Fig. 35C is displayed. In this embodiment, five races are executed in the team race, and the order in which they are executed may be a predetermined order or may be determined randomly.

[0388] As shown in Fig. 35C, the characters of the team organized by the player and the characters of the opponent's team related to the race to be executed are displayed in the center of the team race start screen 284. Here, a case is shown in which the player organizes two characters for a "middle distance" race, and the opponent organizes two characters.

[0389] 35C, a result operation section 284a and a race operation section 284b are displayed at the bottom of the team race start screen 284. When the race operation section 284b is operated, a race video (not shown) is displayed.

[0390] FIG. 35D is a diagram for explaining the team race intermediate result screen 285. When the playback of the race video ends, and when the result operation unit 284a of the team race start screen 284 is operated, the team race intermediate result screen 285 is displayed on the display 26. The team race intermediate result screen 285 displays the results of the race (here, the "middle distance" race). Note that the method of determining the results of each of the five races in the team race is not particularly limited. For example, the team to which the character that came first may belong may be declared the winner. Alternatively, points may be awarded for each finishing order, and the team with the most points may be declared the winner.

[0391] Then, when the display of the team race interim results screen 285 in FIG. 35D is finished, the team race start screen 284 for the next race (e.g., a "short distance" race) is displayed, and thereafter, in the same manner as above, the team race start screen 284 and the team race interim results screen 285 are displayed in sequence until all five types of races are completed.

[0392] FIG. 36A is a first diagram for explaining the team race detailed result screen 310. When the team race start screen 284 and the team race intermediate result screen 285 related to all five types of races are displayed as described above, the team race detailed result screen 310 is displayed on the display 26. A win / loss result display section 311 is displayed in the center of the team race detailed result screen 310. In the win / loss result display section 311, the win / loss result of each race is notified to the player. Here, as shown in FIG. 36A, a case is shown in which there are 3 wins and 2 losses in each race.

[0393] Fig. 36B is a first diagram for explaining the team race overall result screen 320. When the display of the win / loss result display section 311 ends, the team race overall result screen 320 is displayed on the display 26. The team race overall result screen 320 notifies the player of the overall win / loss results in the team race. As shown in Fig. 36A, if there are 3 wins and 2 losses in each race, the team race overall result screen 320 will notify the player that the team has won the team race.

[0394] In addition, the team ranking is displayed on the team race overall result screen 320. In this embodiment, the team ranking changes based on the results of the team race. For example, if a team wins a team race, the team ranking increases. As described above, the player can select one of three opposing teams for the team race. The three opposing teams that the player can select in one team race have different strengths, i.e., different levels of difficulty. The more difficult the opposing team is, the greater the increase in team ranking when the team wins.

[0395] Furthermore, on the team race overall result screen 320, which notifies the team that they have won the team race, a next operation section 321 is displayed. When the next operation section 321 is operated, the top screen 210 relating to the next turn is displayed.

[0396] Fig. 36C is a second diagram for explaining the team race detailed result screen 310. Here, as shown in Fig. 36C, a case is shown in which there are 2 wins and 3 losses in each race. Fig. 36D is a second diagram for explaining the team race overall result screen 320. As shown in Fig. 36C, when there are 2 wins and 3 losses in each race, the team race overall result screen 320 will notify that the team has lost the race.

[0397] If the team loses the team race, the team ranking will drop. However, regardless of the outcome of the team race, the training main game continues. Therefore, the next turn begins when the next operation unit 321 is operated.

[0398] As described above, in the training main game, team races are held at predetermined intervals. Winning a team race provides benefits such as an increase in the ability parameters of the character being trained. Also, in the training main game, sub-members are promoted to team members in a predetermined turn. Here, a predetermined number of sub-members are promoted to team members in the turn following the execution of a team race. In this way, the game nature of the training game is to win team races while gradually increasing the number of team members.

[0399] In the team races after the 24th, 36th, 48th, and 60th turns, the three opposing teams that the player can choose from are determined based on the player's team ranking. In contrast, in the team race after the 72nd turn, i.e., the final team race, the opposing teams are determined regardless of the player's team ranking.

[0400] FIG. 37 is a diagram for explaining the competing teams in the final team race. There are two types of competing teams in the final team race. Here, there are normal teams and reinforced teams. The status of the characters organized in the reinforced teams is higher than the status of the characters organized in the normal teams. Therefore, it can be said that the reinforced teams are more difficult than the normal teams.

[0401] Then, based on the number of times that the training event of the extreme explosive pattern is executed, one of the competing teams is determined. Specifically, if the number of times that the training event of the extreme explosive pattern is executed before the start of the final team race is less than five, a normal team is determined as the competing team. On the other hand, if the number of times that the training event of the extreme explosive pattern is executed before the start of the final team race is five or more, a reinforced team is determined as the competing team.

[0402] As described above, when a training event with an explosive pattern is executed, the ability parameters of the team members are greatly increased. Therefore, when a training event with an explosive pattern is executed five or more times, the ability parameters of the team members are high. When the ability parameters of the team members are high, the difficulty of the opponent team becomes high, and the interest of the game increases.

[0403] When a team wins a team race, a special benefit is awarded to the player. In this case, for example, when a team wins against an enhanced team, a more advantageous benefit is awarded to the player than when a team wins against a normal team.

[0404] As described above, in the training main game, the player can increase the number of team members as the turns progress. Also, the player can increase the ability parameters of the character to be trained and the team members as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus addition value is added.

[0405] In addition, although detailed explanation is omitted, if the character to be trained or the support character is a specific character, a predetermined bonus value is added when a power event occurs. Therefore, by registering a specific character as a character to be trained or a support character, the player can advance the training main game advantageously.

[0406] In the above-mentioned training main game, when all turns are completed, the training game ends. Also, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0407] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information on the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.

[0408] Furthermore, when the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, and the like at the time of the end of the training game. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time of the end of the training game.

[0409] Further, a breeding rank is set for each breeding character based on the evaluation points. The breeding rank is an index showing the strength of the breeding character, and a range of evaluation points is associated with each breeding rank. For example, a breeding rank of "A+" is assigned to a breeding character with an evaluation point of 13000 to 14499, and a breeding rank of "S" is assigned to a breeding character with an evaluation point of 14500 to 15499. In this way, by assigning a breeding rank based on the evaluation points, the approximate strength of the breeding character becomes easy to understand. The breeding character information also includes the evaluation points and the breeding rank.

[0410] Fig. 38A is a first diagram illustrating the training completion screen 330. Fig. 38B is a second diagram illustrating the training completion screen 330. Fig. 38C is a third diagram illustrating the training completion screen 330. When the training game ends, as shown in Fig. 38A, the training completion screen 330 is displayed on the display 26. On the training completion screen 330, first, the training rank of the trained character is displayed, and then, as shown in Fig. 38B, an evaluation point is displayed.

[0411] 38C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.

[0412] When the training game ends, a lottery is held for the factors that the training character will acquire, and the factor information is linked to the training character and stored. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 330. The lottery for factors is held according to pre-set conditions for each factor type. The probability of acquiring a factor, etc. is set based on the results of the training game. In this embodiment, a skill related to an explosive training event is provided.

[0413] FIG. 39A is a diagram explaining a scenario factor. FIG. 39B is a diagram explaining a special factor. FIG. 39C is a diagram explaining the relationship between acquired skills and acquired factors. In this embodiment, a scenario factor lottery is executed based on the result of the final team race to determine whether or not the training character acquires a scenario factor. At this time, the probability of winning in the scenario factor lottery is set based on the result of the final team race.

[0414] Specifically, as shown in FIG. 39A, if the opposing team in the final team race is a normal team and the race results in a loss or a draw, the winning probability, i.e., the probability of acquiring a scenario factor, is set to 0%. Therefore, if the opposing team in the final team race is a normal team and the race results in a loss or a draw, the training character will not acquire a scenario factor. Also, if the training character wins against a normal team, the winning probability is set to 20%.

[0415] On the other hand, if the opposing team in the final team race is a reinforced team and the race results in a loss or a draw, the winning probability is set to 20%. Also, if the opposing team in the final team race is a reinforced team and the race results in a win, the winning probability is set to 40%. As described above, if a scenario factor is won in the scenario factor lottery, in which the winning probability is set based on the result of the final team race, the scenario factor is linked to the training character.

[0416] Furthermore, if the training character wins against the reinforced team in the final team race, the training character may acquire a special factor. As shown in FIG. 39B, the skills that the training target character can acquire during the training main game include a plurality of related skills linked to the special factor. Here, the skills "ignition: speed", "ignition: body", "ignition: strength", "ignition: root", and "ignition: wisdom" are linked to the special factor as related skills. Then, if the training character wins against the reinforced team, a special factor lottery is executed to determine whether the training character will acquire a special factor. At this time, the probability of winning the special factor lottery is set based on the number of related skills acquired by the training target character in the training game.

[0417] Specifically, as shown in FIG. 39B, if the character to be trained has acquired one related skill, the winning probability, i.e., the probability of acquiring a special factor, is set to 50%. If the character to be trained has acquired two related skills, the winning probability is set to 80%. If the character to be trained has acquired three or more related skills, the winning probability is set to 100%. In this case, the character to be trained will always acquire a special factor.

[0418] Also, as described above, when a training event with an extreme explosive pattern is executed, the character to be trained acquires hints for the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Root", and "Ignition: Wisdom". When the character to be trained acquires any of the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Root", and "Ignition: Wisdom", the factor corresponding to that skill is always linked to the character to be trained.

[0419] For example, if a character to be trained has acquired the skill "Ignition: Speed", a factor for the skill "Ignition: Speed" is always given. When a character to be trained that has acquired this factor is used as an inherited character, a hint for the skill "Ignition: Speed" is given when the factor is activated during the training game. In addition, when the factor for the skill "Ignition: Speed" is activated, the ability parameter of speed may increase.

[0420] The above special factors may be positioned as higher-level versions of factors for the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Root", and "Ignition: Wisdom". Specifically, when a special factor lottery is won, one of the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Root", and "Ignition: Wisdom" that the character being trained has acquired is randomly determined. Then, the higher-level version of the factor for the determined skill is granted as the special factor.

[0421] For example, suppose that the character to be trained acquires the skills "Ignition: Speed", "Ignition: Power", and "Ignition: Wisdom". In this case, the probability of winning the special factor lottery is 100%, and one of the skills "Ignition: Speed", "Ignition: Power", and "Ignition: Wisdom" is randomly determined. At this time, if the skill "Ignition: Wisdom" is determined, the special factor "Ignition: Wisdom+" is granted. This special factor "Ignition: Wisdom+" is an improved version of the factor "Ignition: Wisdom" that is granted when the skill "Ignition: Wisdom" is acquired. The special factor "Ignition: Wisdom+" is set to be more advantageous to the player than the factor "Ignition: Wisdom". For example, the special factor "Ignition: Wisdom+" may be set to have a higher level of hints granted by factor activation, a higher probability of factor activation, and a larger increase in the intelligence ability parameter than the factor "Ignition: Wisdom".

[0422] In addition, when a higher-level special factor is granted, the lower-level factor may not be granted. In other words, when a special factor lottery is won, the lower-level factor may be replaced with a special factor. For example, in the above example, when the special factor "Ignition: Wisdom+" is granted, the lower-level factor "Ignition: Wisdom" is not granted. However, when a higher-level special factor is granted, the lower-level factor may also be granted at the same time.

[0423] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0424] (Functional configuration of player terminal 1) 40 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.

[0425] 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. 40 are just examples, and the terminal-side game control program includes many other programs.

[0426] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, the data storage area 12b is provided with many other storage units. 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 unit 751. In addition, 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 character trained in the training game is stored in the game information storage unit 751. In addition, all information other than the game information, such as information about the player or other players, setting information of the player terminal 1, etc., is considered to be player information. The player information is stored in the player information storage unit 750.

[0427] 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.

[0428] 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.

[0429] 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.

[0430] 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.

[0431] 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.

[0432] (Functional configuration of server 1000) 41 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.

[0433] 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. 41 are just examples, and the server-side game control program includes many other programs.

[0434] 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.

[0435] 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.

[0436] 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.

[0437] 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.

[0438] The training game execution unit 1101a executes all processing related to the training game.

[0439] 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.

[0440] 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 in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0441] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0442] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 42 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).

[0443] 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).

[0444] 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.

[0445] When a training game start operation is input in the player terminal 1 to start the training game, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0446] 43 is a flowchart for explaining the preparation stage process (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the operation input of the player.

[0447] Specifically, when a display switching operation for switching the display of the screen is input by the player, the training game executing unit 701a switches the display screen of the display 26. Also, when a selection operation (operation of the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0448] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game executing unit 701a provisionally registers the provisionally stored character as a character to be trained. Furthermore, the training game executing unit 701a acquires information on a representative character extracted according to a predetermined extraction condition, such as a representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0449] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-2). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Also, when a selection operation (operation of the training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input has been performed as an inheritance character, and switches the display screen.

[0450] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .

[0451] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation of the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0452] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.

[0453] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, the training game executing unit 701a switches the display screen of the display 26 when a display switching operation for switching the display screen is input.

[0454] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game executing unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input has been performed, and switches the display screen.

[0455] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game executing unit 701a executes a preparation stage completion process (P6-5). Here, the training game executing unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and transmits confirmation information to the server 1000 if the game points are equal to or greater than the predetermined value.

[0456] The confirmation information includes information for identifying the provisionally registered character to be trained, the inherited character, and the support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, the inherited character, and the support card.

[0457] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a registers the provisionally registered training target character. In addition, the training game executing unit 701a registers the training character provisionally stored as an inherited character and the provisionally stored support card in the deck.

[0458] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the reservation selection information of the temporarily stored preset. This ends the preparation stage completion process, and the training main game starts.

[0459] 44 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the characters owned, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0460] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). In S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0461] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of the player, that is, if the training character that the player himself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0462] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on the day is less than three times (S6-8).

[0463] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a judges whether the player has 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is judged whether the formation condition is satisfied. If the player has 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0464] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there is no abnormality in the training target character, inherited character, and support card, and the organization conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the training target character, inherited character, and support card, or if the organization conditions for using the representative character of another player are not met, the training game executing unit 1101a sets disapproval information (S6-14) and causes the player terminal 1 to receive it. When disapproval information is received, the final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0465] Returning to FIG. 42, when the preparation stage process (P6, S6) is completed, the training game executing unit 701a executes the training stage process (P7) in the player terminal 1. 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.

[0466] In the following, a description will be given of the training stage process (P7) executed in the player terminal 1 and the training stage process (S7) executed in the server 1000. However, in order to facilitate understanding, the process in the player terminal 1 and the process in the server 1000 will be described in an appropriately reversed order.

[0467] 45 is a flowchart for explaining the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing or presentation related to the current turn is completed.

[0468] 46 is a flowchart explaining the turn start process in the server 1000. The training game executing unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is a turn to execute a team race (YES in S10-2), the training game executing unit 1101a determines the competing teams (S10-3).

[0469] In addition, in cases other than the final team race, the training game executing unit 1101a determines three competing teams based on the player's team ranking. In this case, for example, three competing teams with relatively high, medium, and low difficulty levels are determined based on the current player's team ranking.

[0470] On the other hand, in the case of the final team race, the training game executing unit 1101a checks the number of times that the training event of the explosive pattern has been executed during the training main game. If the number of times that the training event of the explosive pattern has been executed is less than five times, the training game executing unit 1101a determines the opponent team to be the normal team. If the number of times that the training event of the explosive pattern has been executed is five or more times, the training game executing unit 1101a determines the opponent team to be the strengthened team.

[0471] In this case, the characters and the parameters of each character that are included in the normal team and the reinforced team are preset. However, for either or both of the normal team and the reinforced team, the characters that are included in the opposing team may be determined by lottery or the like from among the characters and parameters that are preset. In this case, the characters or the parameters of the characters that are included in the opposing team may be determined based on, for example, the team ranking of the player or the parameters of the team members.

[0472] Also, if the current turn is a factor activation turn (YES in S10-4), the training game execution unit 1101a executes activation factor determination processing (S10-5). Here, it is determined whether or not to activate a factor for each registered inherited character.

[0473] The training game executing unit 1101a also executes an event occurrence determination process (S10-6). Here, the training game executing unit 1101a determines which events, such as a scenario event, a dedicated event, and a first event, should occur in the current turn.

[0474] If the current turn is not an individual race-limited turn (NO in S10-7), the training game executing unit 1101a executes a placement character determination process (S10-8). Here, the training game executing unit 1101a refers to the character identification information table and extracts all characters registered as team members. Then, the training game executing unit 1101a selects one of the extracted team members as a target character for carrying out the process.

[0475] The training game executing unit 1101a also refers to the character identification information table to confirm the character identification information of the target character, and sets the placement presence / absence table (FIG. 30). Then, the training game executing unit 1101a determines by lottery whether or not the target character is placed and the training items to be placed, based on the set placement presence / absence table.

[0476] At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the target character with the determined training items and stores them. The training game executing unit 1101a sets team members whose placement or non-placement has not been determined as target characters in a predetermined order, and repeats the same process as above. In addition, here, for characters other than team members, such as specific characters and story characters, the placement or non-placement of the training items is determined in the same manner as for team members.

[0477] Next, the training game executing unit 1101a executes a friendship training setting process (S10-9). Here, the "process for setting a friendship training possible state" described with reference to FIG. 29 is executed. That is, the training game executing unit 1101a extracts a support character placed in any of the training items. Then, it is determined whether each of the extracted support characters satisfies the setting conditions for the friendship training possible state. The training game executing unit 1101a links friendship training occurrence information to a support character that satisfies the setting conditions for the friendship training possible state. In addition, friendship training occurrence possible information is also linked to a training item in which a support character that satisfies the setting conditions for the friendship training possible state is placed.

[0478] Next, the training game executing unit 1101a executes a training event-related process (S10-10). Here, the "process for setting a state in which a training event can occur," "process for determining a training event execution pattern," and "process for determining a hint for an acquireable skill" described with reference to FIG. 29 are executed. That is, the training game executing unit 1101a extracts team members who are placed in any of the training items. Then, for each of the extracted team members, a winning probability of the special training occurrence lottery is set, and the special training occurrence lottery is executed with the set winning probability.

[0479] The training game executing unit 1101a links the special training event occurrence possible information to the team member who has won the special training occurrence lottery. In addition, the special training event occurrence possible information is also linked to the training item to which the team member to which the special training event occurrence possible information is linked is placed.

[0480] In addition, the training game execution unit 1101a determines the execution pattern of the special training event for each team member to which the special training event occurrence possible information is linked. At this time, the execution pattern of the special training event is determined based on the training level of the target character. As described above, when the training level of the target character is level 5, the winning probability of the extreme occurrence lottery is determined, and the extreme occurrence lottery is executed based on the winning probability determined. If the extreme occurrence lottery is won, the execution pattern of the special training event is determined to be the extreme explosion pattern, and if the extreme occurrence lottery is not won, the execution pattern of the special training event is determined to be the normal pattern.

[0481] For team members whose training event execution pattern is determined to be the explosive pattern, the hints and hint levels of the skills acquired by the training event are determined. Here, the hints of the skills corresponding to the arranged training items are determined. The hint level is also determined based on the character identification information.

[0482] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-11). Here, the "process for determining an ability parameter increase value" described with reference to FIG. 29 is executed. That is, the training game executing unit 1101a selects one of the five training items as the processing target. The training game executing unit 1101a obtains the training level of the ability parameter to be processed and determines the increase fixed value.

[0483] The training game executing unit 1101a also acquires the placement information of the placed characters and determines the added value. The training game executing unit 1101a also determines whether other addition conditions are met, and determines the final increase value of the training item to be processed based on the met addition conditions. The final increase value of the ability parameter is determined for each training item.

[0484] 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.

[0485] Next, the training game executing unit 1101a executes a process for determining whether or not a second event occurs (S10-12). Here, the "process for setting the second event occurrence possible state" described with reference to FIG. 29 is executed. That is, 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 is to be executed.

[0486] Then, the training game executing unit 1101a stores the information determined in each of the above processes as game information received by the player terminal 1 (S10-13).

[0487] Returning to FIG. 45, when the turn start processing ends, the server 1000 waits until it receives a selection command from the player terminal 1 (S7-2).

[0488] 47 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, when the game information is received (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands selectable by the player based on the current number of turns.

[0489] Furthermore, the training game executing unit 701a executes a display control process for displaying a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, and the like based on the received game information. Specifically, the training game executing unit 701a displays a placed character icon 228 for each training item on the training screen 220. At this time, if a training event occurrence possible state is set, the training icon 270 is displayed superimposed on the placed character icon 228 based on the execution pattern of the training event.

[0490] Furthermore, the training game executing unit 701a displays a soul icon 228b based on the training level, and displays a bond gauge 228a based on the bond parameter. Furthermore, the training game executing unit 701a performs display control of the status display unit 213. Furthermore, the training game executing unit 701a superimposes a training icon 270 on the training operation unit 216 on the top screen 210. Furthermore, the training game executing unit 701a displays effects on the operation unit corresponding to the training item set to a friendship training occurrence possible state, and on the training operation unit 216 of the top screen 210.

[0491] Furthermore, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until a turn end operation is input (NO at P7-4). Although a detailed explanation is omitted, when the player inputs a skill acquisition operation, the training game executing unit 701a updates the skill information and skill points. In this case, communication with the server 1000 is performed, and the training game executing unit 1101a updates the skill information and skill points in the game information storage unit 1151.

[0492] Here, the turn end operation is an operation for ending the current turn, and includes operations of the rest operation unit 215, the outing operation unit 218, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the willpower operation unit 224, the intelligence operation unit 225, and an operation for deciding the race event of an individual race.

[0493] When the turn end operation is input (YES in P7-4), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-5). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-6).

[0494] Returning to FIG. 45, when a selection command is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a executes a selection command receiving process (S20).

[0495] 48 is a flowchart for explaining the selection command reception process in the server 1000. When a selection command indicating an operation input of the going out operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs the going out execution process (S20-2). Here, a going out event that increases the parameters of physical strength and physical condition is determined. In addition, the parameters of physical strength and physical condition are updated based on the determined going out event.

[0496] When a selection 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. Also, the physical strength parameter is updated based on the determined rest event.

[0497] When a selection 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.

[0498] When a selection command indicating 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).

[0499] Here, the ability parameters and the like are updated as determined in S10-11 at the start of training. Also, here, the bond parameter values ​​of the placed characters are updated.

[0500] Also, if the training is successful (YES in S20-11), the training game executing unit 1101a judges whether or not a training event has occurred (S20-12). That is, here, it is judged whether or not the training in which the training event occurrence possible state is set has been successful. If the training event has occurred, the training game executing unit 1101a updates various information related to the training event (S20-13). Here, the training level of the character in which the training event occurrence possible state is set is updated. Then, the training game executing unit 1101a sets the results information including the results of the above-mentioned going out execution process, rest execution process, race execution process, reward granting process, and success determination process, as well as the various updated information, and causes the player terminal 1 to receive it (S20-14).

[0501] Returning to FIG. 47, when the player terminal 1 receives the result information from the server 1000, the training game executing unit 701a executes a result information receiving process (P20).

[0502] 49 is a flowchart explaining the result information receiving process in the player terminal 1. The training game executing unit 701a determines an execution pattern of the effect based on the received result information (P20-1). Then, the training game executing unit 701a executes the effect in the execution pattern determined in P20-1 (P20-2). Here, when the training for which the friendship training occurrence possible state is set is successful, a friendship training-only effect is executed.

[0503] Specifically, in P20-1, the training game execution unit 701a identifies a character that is linked to the successful training item and the friendship training occurrence possible information. Then, the training game execution unit 701a determines an execution pattern for the identified character and the friendship training dedicated effect that corresponds to the executed training item. In the friendship training dedicated effect determined at this time, the character that is linked to the friendship training occurrence possible information is displayed.

[0504] Also, when a training event or a second event occurs (YES in P20-3), the training game executing unit 701a executes a performance for the event that occurs (P20-4). For example, when a training event of an extreme explosion pattern occurs, a training event performance of an extreme explosion pattern corresponding to the character to which the training event occurrence possible information is linked is executed. In the training event performance of the extreme explosion pattern determined at this time, the character to which the training event occurrence possible information is linked is displayed.

[0505] The training game executing unit 701a also updates parameters based on the received result information (P20-5). Then, when all effects to be executed in the current turn are completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed by the same process as described above.

[0506] Returning to FIG. 42, when the above-mentioned training stage process (S7) ends in the server 1000, the training game end processing unit 1102a executes training game end processing (S8).

[0507] 50 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 various parameters of the character to be trained (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).

[0508] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). Here, the training game end processing unit 1102a sets the winning probability of the scenario factor lottery based on the result of the final team race, and executes the scenario factor lottery according to the set winning probability. The training game end processing unit 1102a also sets the winning probability of the special factor lottery based on the number of related skills acquired by the training target character, and executes the special factor lottery according to the set winning probability.

[0509] The training game end processing unit 1102a also checks whether the character to be trained has acquired the skills "Ignition: Speed", "Ignition: Body", "Ignition: Strength", "Ignition: Root", and "Ignition: Wisdom". Then, the training game end processing unit 1102a links the factors corresponding to the skills acquired by the character to the character to be trained.

[0510] 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.

[0511] 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.

[0512] 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 (S8-7). The training game end processing unit 1102a also links training character information, including 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). The training game end processing unit 1102a also sets training result information, and causes the player terminal 1 to receive it (S8-9).

[0513] Returning to Fig. 42, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game end processing (P8). 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 the training completion screen 330 (see Figs. 38A, 38B, and 38C) on the display 26 based on the training result information.

[0514] The above-mentioned training game is realized by the above-mentioned processing. Furthermore, training character information relating to a training character trained (created) by the training game is stored in association with a player ID. Note that the above-mentioned processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-mentioned processing may be executed only by the player terminal 1 or only by the server 1000.

[0515] 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.

[0516] 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 be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0517] (Processing performed by a computer) During the training game, a process is performed to display a training target game medium (in an embodiment, an example is a training target character) to be trained, and an auxiliary game medium different from the training target game medium (in an embodiment, an example is P7-3). When a first condition (as an example in the embodiment, the bond parameter is equal to or greater than a predetermined value and is placed in a special training) is met, a process (as an example in the embodiment, S10-9) is performed to set the state to a first state (as an example in the embodiment, a state in which friendship training can occur) in which a first effect (as an example in the embodiment, a special effect dedicated to friendship training) in which an auxiliary game medium is displayed can occur. In the first state, a process (P20-2 as an example in the embodiment) of executing a first presentation based on input of a first operation by the player (as an example in the embodiment, a selection operation of a training item for which a friendship training occurrence state is set). When a second condition is met in a state other than the first state (in an embodiment, as an example, a team member is placed in a training item and the team member's training level is level 5), the winning probability of a specific lottery (in an embodiment, as an example, an extreme occurrence lottery) is set to a predetermined probability, and when the second condition is met in the first state, the winning probability of the specific lottery is set to a probability higher than the predetermined probability (in an embodiment, as an example, S10-10). A process of executing a specific lottery with a set probability of winning (S10-10 as an example in the embodiment). If the specific lottery is won, a process (S10-10 is an example in the embodiment) is performed to set the state to a second state (a state in which a training event with an extremely explosive pattern can occur, as an example in the embodiment) in which a second effect (a training event with an extremely explosive pattern, as an example in the embodiment) can occur. In the second state, a process (P20-4 as an example in the embodiment) for executing a second presentation based on input of a second operation by the player (in the embodiment, as an example, a selection operation of a training item in which a state in which an extreme explosive pattern training event can occur is set).

[0518] In addition, a process (S10-8 in the embodiment as an example) of linking the auxiliary game medium to one of a plurality of selection items (training items in the embodiment as an example) selectable by the player may be performed. The first condition may also include that the auxiliary game medium is linked to any one of the selection items. The first state may also be set to a selection item to which the auxiliary game content is linked. The first performance may be executable when an operation for selecting a selection item to which the first state is set is input as the first operation.

[0519] The second condition may include that the auxiliary game medium is linked to any one of the selection items. The second state may also be set to a supplementary game medium linked to the selection item. In addition, the second presentation may be executable when an operation of selecting a selection item linked to the auxiliary game medium in which the second state is set is input as the second operation.

[0520] In addition, a specific lottery may be held for each auxiliary game medium for which the second condition is met. In addition, the probability of winning a specific lottery may be higher when a first state is set for a selection item linked to an auxiliary game medium for which a second condition is satisfied than when the first state is not set for a selection item linked to an auxiliary game medium for which a second condition is satisfied.

[0521] Furthermore, an operation of selecting a selection item to which a first state is set and to which a secondary game medium to which a second state is set is linked may be a first operation and a second operation.

[0522] In the above embodiment, in the training main game, when training is performed or an event occurs, an effect is executed in which the character to be trained and the support character are displayed. However, the execution timing, trigger, and content of the effect in which the character to be trained and the support character are displayed are not particularly limited. For example, as long as the character to be trained displayed on the top screen 210 and the character icon 228 displayed on the training screen 220 are displayed, other effects are not essential.

[0523] In the above embodiment, a case where a support character organized in a deck is provided as an example of an auxiliary game medium has been described. However, the organization of the auxiliary game medium in a deck is not essential. For example, the above-mentioned friendship training occurrence possible state may be set for characters that are not organized in a deck, such as the above-mentioned story characters and sub-members.

[0524] In the above embodiment, as an example of the first condition, the bond parameter is a predetermined value or more and the character is placed in the favorite training. However, the bond parameter is not essential. For example, in the above embodiment, the first state may be set on the condition that a character organized in the deck or a character not organized in the deck is arranged in a preset training item such as a favorite training.

[0525] For example, in the above embodiment, when a character with a bond parameter equal to or greater than a predetermined value is placed in a training item, a friendship training occurrence state may be set regardless of the type of training item.

[0526] Also, for example, a lottery may be held for each character to determine whether or not a friendship training state is set, and if the lottery is won, the friendship training state may be set.

[0527] In the above embodiment, the friendship training possible state has been described as an example of the first state. However, the first state is not limited to this. In any case, the first state may be a state in which the first performance can occur, and the specific contents of the first condition, the first state, and the first performance can be appropriately modified.

[0528] In the above embodiment, a case where the player selects a training item for which a friendship training occurrence status is set has been described as an example of the player's first operation. However, the first operation is not limited to this. For example, the first operation may be an operation of selecting a training item for which a friendship training occurrence status is not set, or an operation of running a specified race.

[0529] In the above embodiment, when a training item for which a friendship training occurrence state is set is selected, the training may fail. However, when a training item for which a friendship training occurrence state is set is selected, the training may be always successful regardless of the failure rate at that time.

[0530] In the above embodiment, when friendship training occurs, the increase in the ability parameter of the character to be trained is greater than in normal joint training. However, when the first operation is input in the first state, it is not necessary that an advantageous effect is generated for the character to be trained, such as a larger increase in the ability parameter.

[0531] Also, in the above embodiment, the friendship training occurrence possible state is linked to any one of the training items. However, the friendship training occurrence possible state may be linked to the training itself, rather than to any one of the training items. In this case, regardless of the training item selected by the player, in other words, regardless of which training item is selected, or regardless of which training is successful, friendship training occurs. Therefore, the first operation in this case is an operation of selecting and executing any one of the trainings.

[0532] In the above embodiment, as an example of the second condition, the team members are placed in a training item and the training level of the team members is level 5. However, the second condition is not limited to this. For example, the second condition may include that the characters are placed in a training item that is preset for each character. Also, the training level is not essential. For example, the second condition may be set to only that a specific character is placed in a training item that is preset.

[0533] In addition, it is not essential that the character be placed in a training item as the second condition. For example, the second condition may be that a predetermined parameter set for each character reaches a predetermined value. In this case, the training item to which the second state is set may be determined by lottery, or the second state may be set in a training item determined for each character.

[0534] In the above embodiment, the state in which a training event of an extreme explosion pattern can occur has been described as an example of the second state. However, the second state is not limited to this. In any case, the second state may be a state in which the second performance can occur, and the specific contents of the second condition, the second state, and the second performance can be appropriately modified.

[0535] For example, in the above embodiment, a lottery may be held for each training item to determine whether or not a state in which an extremely explosive training event can occur is set, and if the lottery is won, the state in which a training event can occur may be set.

[0536] In the above embodiment, the case where the player selects a training item in which a training event occurrence possible state of an extremely explosive pattern is set has been described as an example of the player's second operation. However, the second operation is not limited to this. For example, the second operation may be an operation of selecting a training item in which a training event occurrence possible state is not set, or an operation of executing a predetermined race.

[0537] In the above embodiment, when a training item for which a training event can occur is selected, the training may fail. However, when a training item for which a training event can occur is selected, the training may be always successful regardless of the failure rate at that time.

[0538] In the above embodiment, the occurrence of a training event increases the ability parameters of the character to be trained and the character to be trained. However, when the second operation is input in the second state, it is not necessary that an advantageous effect is generated for the character to be trained or the character to be trained, such as an increase in the ability parameters.

[0539] Also, in the above embodiment, the state in which a training event can occur is linked to any one of the training items. However, the state in which a training event can occur may not be linked to any one of the training items, but may be linked to the training itself. In this case, regardless of the training item selected by the player, in other words, regardless of which training item is selected, or regardless of which training is successful, a training event occurs. Therefore, the second operation in this case is an operation of selecting and executing any one of the trainings.

[0540] In the above embodiment, the extreme occurrence lottery has been described as an example of a specific lottery. Specifically, when the friendship training occurrence possible state is set, the winning probability of the extreme occurrence lottery is increased by 30% compared to when the friendship training occurrence possible state is not set. However, the method of setting the winning probability of the extreme occurrence lottery in the above embodiment is merely an example. For example, the winning probability may be set to a preset probability in each of the cases where the friendship training occurrence possible state is set and where it is not set. Also, for example, when the friendship training occurrence possible state is set, the winning probability of the extreme occurrence lottery may be set to 100%, and when the friendship training occurrence possible state is not set, the winning probability of the extreme occurrence lottery may be set to 0%. In any case, when the second condition is established in the first state, the winning probability of the specific lottery may be set to a higher probability than a predetermined probability.

[0541] The game characteristics in the above embodiment are merely an example. Therefore, some functions of the training game described in the above embodiment may not be provided. In addition, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and for example, all of the programs for executing the above game may be stored in the player terminal 1.

[0542] 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]

[0543] 1 Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process that enables the selection of a selectable auxiliary game medium to be used as an auxiliary game medium to which predetermined parameters are linked in a training game, During a training game, a process is performed to display the training target game medium, the selected auxiliary game medium, and the auxiliary game medium including a non-selected auxiliary game medium that is different from the selected auxiliary game medium. When a first specific condition is met, including the predetermined parameter linked to the non-selection assist game medium satisfying a predetermined condition, the probability of winning the specific lottery is set to a predetermined probability, and when a second specific condition is met, including the predetermined parameter linked to the selection assist game medium satisfying the predetermined condition, the probability of winning the specific lottery is set to a probability higher than the predetermined probability, A process to execute the aforementioned specific lottery with the set winning probability, If the winner of the aforementioned specific lottery is determined, the process involves setting the state to a specific condition where a specific effect can be triggered, In the aforementioned specific state, a process is performed to execute the aforementioned specific performance based on the input of a specific operation, An information processing program that causes a computer to perform a task.

2. A process that allows the user to select one of several options, A process to update multiple types of training parameters linked to the aforementioned training target game medium, Have the computer perform this task. The process for executing the aforementioned specific performance is: Based on the selection of a predetermined selection item, the specific performance can be executed. The process for updating the aforementioned growth parameters is: Depending on the selection item made when the aforementioned specific performance is executed, different types of the aforementioned training parameters can be updated. The information processing program according to claim 1.

3. A process for updating multiple types of training parameters associated with the training target game medium, Have the computer perform this task. The process for updating the aforementioned growth parameters is: The update value of the training parameter is made different depending on whether the first specific condition is met and the specific performance is executed, or whether the second specific condition is met and the specific performance is executed. The information processing program according to claim 1.

4. A process of associating the auxiliary game medium with one of a plurality of selection items, A process that allows the user to select one of the aforementioned multiple selection items, Have the computer perform this task. When the second specific condition is met, if the selection item to which the selection support game medium that satisfies the predetermined parameter is linked is further linked to another selection support game medium different from the said selection support game medium, the probability of winning the specific lottery is set to an even higher probability. The information processing program according to claim 1.

5. A method of information processing performed by a computer, The aforementioned computer, A process that allows selection of a selectable auxiliary game medium to be used as an auxiliary game medium to which predetermined parameters are linked in a training game, During a training game, a process is performed to display the training target game medium, the selected auxiliary game medium, and the auxiliary game medium including a non-selected auxiliary game medium that is different from the selected auxiliary game medium. When a first specific condition is met, including the predetermined parameter linked to the non-selection assist game medium satisfying a predetermined condition, the probability of winning the specific lottery is set to a predetermined probability, and when a second specific condition is met, including the predetermined parameter linked to the selection assist game medium satisfying the predetermined condition, the probability of winning the specific lottery is set to a probability higher than the predetermined probability, A process to execute the aforementioned specific lottery with the set winning probability, If the winner of the aforementioned specific lottery is determined, the process involves setting the state to a specific condition where a specific effect can be triggered, In the aforementioned specific state, a process is performed to execute the aforementioned specific performance based on the input of a specific operation, An information processing method for carrying out the following.

6. Equipped with one or more computers, The aforementioned computer, A process that allows selection of a selectable auxiliary game medium to be used as an auxiliary game medium to which predetermined parameters are linked in a training game, During a training game, a process is performed to display the training target game medium, the selected auxiliary game medium, and the auxiliary game medium including a non-selected auxiliary game medium that is different from the selected auxiliary game medium. When a first specific condition is met, including the predetermined parameter linked to the non-selection assist game medium satisfying a predetermined condition, the probability of winning the specific lottery is set to a predetermined probability, and when a second specific condition is met, including the predetermined parameter linked to the selection assist game medium satisfying the predetermined condition, the probability of winning the specific lottery is set to a probability higher than the predetermined probability, A process to execute the aforementioned specific lottery with the set winning probability, If the winner of the aforementioned specific lottery is determined, the process involves setting the state to a specific condition where a specific effect can be triggered, In the aforementioned specific state, a process is performed to execute the aforementioned specific performance based on the input of a specific operation, An information processing system that performs the following tasks.