Information processing program, information processing method, and game device

JP2024112321A5Pending Publication Date: 2026-02-17CYGAMES INC
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Patent Information

Application Number
JP2024093439
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-10
Publication Date
2026-02-17

AI Technical Summary

Technical Problem

In training games, players' desire to play decreases if they are not required to employ strategic thinking.

Method used

An information processing program and method that updates character parameters based on player operations, allows skill sets to be obtained through point consumption, links acquired information to skills, and changes skill utilities based on predefined conditions, with highlighted acquisition screens displaying change conditions and satisfied skills.

Benefits of technology

Enhances player engagement by improving strategic depth and desire to play through dynamic skill management and strategic decision-making.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance a player's willingness to play a game by improving strategic properties.SOLUTION: An information processing program allows a computer to execute: processing for updating parameters associated with a character to be brought up on the basis of a player's operation during a growing game; processing capable of acquiring a skill in which first utility is set while the skill is associated with the character to be brought up when starting the growing game by consuming points during the growing game; processing for associating acquired information with the acquired skill; and processing capable of changing the skill, or the first utility set to the skill when a change condition that is set to the skill and is set to the skill with which the acquired information is associated is satisfied.SELECTED DRAWING: Figure 22
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Description

[Technical field]

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

[0002] Conventionally, games in a genre called a training game have been known. For example, Patent Document 1 discloses a game in which a player trains a character to be trained by selecting one of a plurality of types of training events. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7198902 Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, in a game in which a character to be trained is trained, if the player is required to have a poor level of strategy, the player's motivation to play decreases.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can increase a player's motivation to play by improving strategic aspects. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of updating parameters associated with the character to be trained based on an operation of a player during the training game; A process for making it possible to acquire a skill having a first utility set thereto and linked to the character to be trained at the start of the training game by consuming points during the training game; A process of linking acquired information to the acquired skill; a process of making the skill or the first utility set for the skill changeable when a change condition set for each skill and set for the skill linked to the acquisition information is satisfied; The computer is made to carry out the above steps.

[0007] In addition, the skill is linked to a plurality of second skills or second utilities, The process of making the skill or the first utility variable includes: The second skill or the second utility may be selectable by a player.

[0008] In addition, the skill is linked to a plurality of second skills or second utilities, A different change condition is associated with each of the second skills or the second utilities, The process of making the skill or the first utility variable includes: The skill or the first utility may be changeable to the second skill or the second utility when the change condition is met.

[0009] Also, a process of displaying an acquisition screen in which the skill can be acquired during the training game; The computer executes the above. The acquisition screen may display the change condition set for the skill and the degree of achievement of the change condition.

[0010] Also, a process of displaying an acquisition screen in which the skill can be acquired during the training game; The computer executes the above. The skill for which the change condition is met may be highlighted on the acquisition screen.

[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of updating parameters associated with the character to be trained based on an operation of a player during the training game; A process for making it possible to acquire a skill having a first utility set thereto and linked to the character to be trained at the start of the training game by consuming points during the training game; A process of linking acquired information to the acquired skill; a process of making the skill or the first utility set for the skill changeable when a change condition set for each skill and set for the skill linked to the acquisition information is satisfied; Includes.

[0012] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of updating parameters associated with the character to be trained based on an operation of a player during the training game; A process for making it possible to acquire a skill having a first utility set thereto and linked to the character to be trained at the start of the training game by consuming points during the training game; A process of linking acquired information to the acquired skill; a process of making the skill or the first utility set for the skill changeable when a change condition set for each skill and set for the skill linked to the acquisition information is satisfied; Carry out the following. Effect of the Invention

[0013] According to the present invention, the strategic aspect of the game is improved, which can increase the player's motivation to play. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram for explaining an example of scenario initial additional value data, Fig. 5B is a diagram for explaining an example of scenario initial upper limit value data, and Fig. 5C is a diagram for explaining an example of scenario event additional value data. [Figure 6] Fig. 6A is a diagram illustrating a development target character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating the character detail screen. [Figure 7] Fig. 7A is a diagram for explaining a capability parameter (initial value) table. Fig. 7B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram for explaining skills. Fig. 7D is a diagram for explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram for explaining the inheritance system. [Figure 11] FIG. 11 is a diagram for explaining the factor information. [Figure 12]Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram for explaining the support card organization screen, Fig. 14B is a diagram for explaining the support card selection screen, and Fig. 14C is a second diagram for explaining the support card organization screen. [Figure 15] Fig. 15A is a diagram for explaining a support card table, Fig. 15B is a diagram for explaining a support effect, Fig. 15C is a diagram for explaining a possessed skill, and Fig. 15D is a diagram for explaining a support event. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] FIG. 17 is a diagram explaining the options available in each turn. [Figure 18] FIG. 18 is a diagram illustrating the top screen. [Figure 19] Fig. 19A is a first diagram for explaining the training screen. Fig. 19B is a second diagram for explaining the training screen. Fig. 19C is a diagram for explaining the training result report screen. Fig. 19D is a diagram for explaining the event screen. [Figure 20] Fig. 20A is a first diagram for explaining an inherited event. Fig. 20B is a second diagram for explaining an inherited event. Fig. 20C is a third diagram for explaining an inherited event. Fig. 20D is a fourth diagram for explaining an inherited event. [Figure 21] Fig. 21A is a first diagram illustrating the skill screen, and Fig. 21B is a second diagram illustrating the skill screen. [Figure 22] FIG. 22 is a diagram for explaining an example of evolution conditions. [Diagram 23]Fig. 23A is a diagram for explaining an evolution skill confirmation screen, Fig. 23B is a first diagram for explaining an evolution condition confirmation screen, and Fig. 23C is a second diagram for explaining an evolution condition confirmation screen. [Figure 24] Fig. 24A is a first diagram illustrating a race selection screen. Fig. 24B is a diagram illustrating a race start screen. Fig. 24C is a first diagram illustrating a race result screen. Fig. 24D is a second diagram illustrating a race result screen. [Diagram 25] FIG. 25 is a diagram illustrating an outline of the process at the start of a turn. [Figure 26] FIG. 26 is a diagram for explaining the allocation ratio to the training items. [Figure 27] Fig. 27A is a diagram for explaining the training level, Fig. 27B is a diagram for explaining the fixed increase value (speed), and Fig. 27C is a diagram for explaining the fixed increase value table (power). [Figure 28] Fig. 28A is a diagram for explaining a termination confirmation dialogue. Fig. 28B is a diagram for explaining a suggestion image. Fig. 28C is a first diagram for explaining an evolution skill selection dialogue. Fig. 28D is a second diagram for explaining an evolution skill selection dialogue. [Figure 29] Fig. 29A is a third diagram for explaining the evolution skill selection dialogue, and Fig. 29B is a fourth diagram for explaining the evolution skill selection dialogue. [Diagram 30] Fig. 30A is a first diagram for explaining an evolution effect image, Fig. 30B is a second diagram for explaining an evolution effect image, and Fig. 30C is a third diagram for explaining an evolution effect image. [Diagram 31] Fig. 31A is a fourth diagram for explaining the evolution effect image, Fig. 31B is a fifth diagram for explaining the evolution effect image, and Fig. 31C is a sixth diagram for explaining the evolution effect image. [Diagram 32] Fig. 32A is a first diagram for explaining an evolution effect image of a modified example, Fig. 32B is a second diagram for explaining an evolution effect image of a modified example, and Fig. 32C is a third diagram for explaining an evolution effect image of a modified example. [Diagram 33]Fig. 33A is a diagram illustrating the breeding completion screen, Fig. 33B is a second diagram illustrating the breeding completion screen, and Fig. 33C is a third diagram illustrating the breeding completion screen. [Diagram 34] FIG. 34 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 35] FIG. 35 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 36] FIG. 36 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 37] FIG. 37 is a flowchart illustrating the character strengthening process in the player terminal. [Figure 38] FIG. 38 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 39] FIG. 39 is a flowchart illustrating the preparation stage process in the server. [Diagram 40] FIG. 40 is a flowchart illustrating the training stage processing in the server. [Diagram 41] FIG. 41 is a flowchart illustrating the turn start process in the server. [Diagram 42] FIG. 42 is a flowchart illustrating the training stage processing in the player terminal. [Diagram 43] FIG. 43 is a flowchart explaining the skill screen display processing in the player terminal. [Diagram 44] FIG. 44 is a flowchart illustrating the selection command receiving process in the server. [Diagram 45] FIG. 45 is a flowchart illustrating the result information receiving process in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the training game pre-end process in the player terminal. [Figure 47] FIG. 47 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values ​​and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.

[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0017] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0023] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0030] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess 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.

[0031] 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.

[0032] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.

[0033] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided in the menu bar 102. In addition, in the menu bar 102, the operation section corresponding to the screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.

[0034] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[0035] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the 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.

[0036] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.

[0037] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.

[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency 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.

[0039] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from among the characters he or she owns and sets it as the character to be trained (hereinafter referred to as the character to be trained).

[0040] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0041] When the setting of the character to be trained and the deck (inherited characters and support cards) is completed, the preparation stage is changed to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters he possesses into a team and use them in team competition games, etc.

[0042] Thus, the main object of the game of this embodiment is to generate a training character through a training game and to use the training character to improve the ranking of the team competitive game.

[0043] In addition, in this embodiment, a function for sharing a training character or a support card between players and a function for sharing information between multiple players are provided. A player can set a training character and a support card that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.

[0044] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it becomes possible to confirm and set the information corresponding to the operation unit.

[0045] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0046] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using a circle function that is a place for sharing information with other players. A profile character image 122 that is currently being set is displayed on the profile setting screen 120. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

[0048] Also displayed on the profile setting screen 120 are a player name set by the player, a player ID given to the player, and the name of the club to which the player belongs. Also provided on the profile setting screen 120 are a representative character setting operation section 126a and a rental card setting operation section 126b.

[0049] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he / she has raised as the representative character. The representative character setting operation section 126a displays an icon image indicating the representative character currently being set. Note that, as will be described in detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0050] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image showing the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as a rental card can be organized into a deck by other players and is used in the training game played by other players.

[0051] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.

[0052] In addition, in this embodiment, various time-limited events are held irregularly. During the period in which a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.

[0053] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game starts. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is given to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that the player can possess, and the player can possess game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the currently possessed game points to the upper limit is visually displayed.

[0054] It should be noted that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if the player does not possess the required game points, the player cannot start the training game. However, the player can possess an item that restores game points, and can use the item to restore game points. This item can be given, for example, as a reward for the training game or team competition game, or can be acquired by consuming in-game currency. The training game will be described in detail below.

[0055] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. 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).

[0056] 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.

[0057] As shown in FIG. 4, in the preparation stage processing, the registration of the scenario, the registration of the character to be trained, the registration of the successor character, the registration of the support card, and the registration of the specific character are performed in this order. Note that the order of the above registration and setting processing is merely an example. Therefore, the order of the above registration and setting processing can be changed as appropriate.

[0058] <Preparation 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.

[0059] <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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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."

[0067] 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".

[0068] 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.

[0069] 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.

[0070] 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".

[0071] 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.

[0072] In this way, the upper limit of the ability parameters differs depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.

[0073] <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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the character will be in the race.

[0086] 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.

[0087] 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.

[0088] A skill operation section 161 and an event operation section 162 are displayed in the center of the character details screen 160. As shown in FIG. 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race or team race, which will be described later. The activation of a skill gives each character an advantage in the race development.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game when the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not been met may become possessed skills during the main training game.

[0094] In FIG. 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. The awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills include those that are set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0095] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhance operation section 163b. When the enhance operation section 163b is tapped, a character enhance screen 165 is displayed on the display 26.

[0096] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, and when the strengthening screen selection operation unit 102b is tapped. A character icon 151 corresponding to a possessed character is displayed from the center downward of the character strengthening screen 165. When the character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is selected.

[0097] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.

[0098] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is in a selected state, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The names of the awakening skills corresponding to the awakening levels are written in the awakening skill display fields 168a, 168b, 168c, and 168d, respectively.

[0099] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays items required to increase the awakening level, and the fact that the awakening level will increase by consuming the items. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0100] In this embodiment, the awakening level of each character is set to level 1 in the initial state. A player can increase the awakening level of a character up to level 5 by consuming items. Each awakening level is associated with one awakening skill. By increasing the awakening level, an awakening skill corresponding to the increased awakening level is released. Specifically, when the awakening level becomes level 2, an awakening skill corresponding to level 2 is released. Similarly, when the awakening level becomes level 5, an awakening skill corresponding to level 5 is released.

[0101] In this way, each character has four awakening skills. By increasing the awakening level, the player can unlock the same number of awakening skills as the awakening level. Once unlocked, the awakening skills function as acquireable skills.

[0102] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are released at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been released are marked as "Released" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not been released are displayed in gray in the awakening skill display fields 168a, 168b, 168c, and 168d. FIG. 8 shows a state in which the awakening level is level 4 and three awakening skills are released.

[0103] Although detailed explanations are omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the contents of each awakening skill is displayed. When the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of the possessed skill (described later) can be increased by consuming an item.

[0104] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming an item. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed, and the character details screen 160 is displayed.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a 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.

[0109] 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 (not shown) 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.

[0110] The objective of the training game is to generate a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player must train the character to be trained and enter it in a race each turn.

[0111] A plurality of clear goals are set for each character. On the training information display screen, the clear goals set for the selected character can be confirmed. 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 achieve a predetermined ranking.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] Furthermore, 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 formula, such as a point calculated from various parameters of the training target character at the time of training completion, a point calculated from acquired skills, etc. The training information display screen 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.

[0121] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from one scenario to another. The training information display screen displays the scenario that was selected when each training character was trained.

[0122] 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.

[0123] <Registering a successor character> Fig. 9A is a first diagram illustrating an inheritance character selection screen 170. Fig. 9B is a first diagram illustrating a development character list screen 180. Fig. 9C is a second diagram illustrating an inheritance character selection screen 170. Fig. 9D 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.

[0124] 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.

[0125] 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. 9A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.

[0126] 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. 9B 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.

[0127] 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. 9B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a representative character of a friend, that is, a raised character raised by a friend, is displayed.

[0128] 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. 9C. 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.

[0129] 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. 9D.

[0130] 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.

[0131] FIG. 10 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.

[0132] As shown in FIG. 10, the character to be trained in the training main game that is about to be started is defined as the current generation. In addition, the two training characters set as inherited characters for this character to be trained are defined as the first generation of inheritance. Furthermore, for the first generation of inherited 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.

[0133] 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 10. 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.

[0134] 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.

[0135] 9D, 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.

[0136] FIG. 11 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.

[0137] 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.

[0138] 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. 11, 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.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] FIG. 12A 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".

[0143] 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).

[0144] 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.

[0145] 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.

[0146] 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%.

[0147] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 9C, 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.

[0148] Also, in FIG. 9D, 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.

[0149] 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. 9D, 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.

[0150] 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".

[0151] 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.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 9C and 9D, the initial upper limit value of the ability parameter displayed in ability parameter display section 152a of inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value increased by the basic ability factor has been added. In this way, the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factor is displayed, improving convenience when selecting an inheritance character.

[0156] The suitability factors shown in FIG. 11 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.

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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.

[0169] FIG. 12B is a diagram explaining the utility of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may be activated at the first activation timing. If a character factor is activated at the first activation timing, the character being trained will obtain a skill hint as described above, but the upper limit of ability parameters will not increase.

[0170] 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.

[0171] 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.

[0172] The skill factors shown in FIG. 11 are imparted based on the skills acquired by the training character. 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 acquired by the training character. 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 corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by lottery.

[0173] 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.

[0174] 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.

[0175] Note that, here, the training character acquires skill factors in addition to the skills already acquired, but without setting 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.

[0176] 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.

[0177] 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.

[0178] Fig. 13A is a diagram explaining compatibility judgment targets, and Fig. 13B is a diagram explaining compatibility judgment items. As shown in Fig. 13A, 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.

[0179] 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).

[0180] 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.

[0181] 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. 13B. 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.

[0182] As shown in Fig. 13B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.

[0183] 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.

[0184] 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.

[0185] 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.

[0186] 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.

[0187] As shown in Figures 9B, 9C, and 9D, 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 9A, when an inherited character is not selected, the compatibility mark is not displayed.

[0188] 9B, 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.

[0189] <Support card registration> Fig. 14A 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. 14A 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.

[0190] 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.

[0191] 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.

[0192] Fig. 14B 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. 14A, a support card selection screen 200 shown in Fig. 14B 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.

[0193] 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.

[0194] FIG. 15A is a diagram for explaining a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] 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.

[0199] FIG. 15B is a diagram for explaining support effects. As shown in FIG. 15B, a plurality of support effects are stored in each support card. The support effects increase 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.

[0200] FIG. 15C is a diagram for explaining the possessed skills. As shown in FIG. 15C, 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.

[0201] FIG. 15D is a diagram for explaining support events. As shown in FIG. 15D, 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.

[0202] 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.

[0203] 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.

[0204] 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.

[0205] Fig. 14C 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. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 14A.

[0206] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D 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. 14C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.

[0207] Fig. 16A is a diagram explaining the final confirmation screen 205. Fig. 16B 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.

[0208] 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. 16B is displayed.

[0209] 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.

[0210] 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. 18A) is displayed on the display .

[0211] <Registering a specific character> As shown in Fig. 4, after the scenario, the character to be trained, the succession character, and the support card are registered, the specific character is registered. The specific character is determined in advance for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0212] As described above, when the character to be trained, the succession character, the support character (support card), and the specific character are stored, the preparation stage processing ends.

[0213] <Growth stage treatment> When the preparation stage process is completed, the training stage process is started. The training stage process progresses the training main game in which the character to be trained can be trained. In the following, for ease of understanding, the basic flow of the training main game will first be described.

[0214] FIG. 17 is a diagram for explaining the selection items in each turn. Note that, here, the selection items selectable in each turn differ depending on the type of character to be trained. However, the selection items selectable in each turn may be the same regardless of the type of character to be trained. As shown in FIG. 17, the training main game is made up of the 1st turn to the 78th turn. Various parameters are updated depending on the selection items selected by the player in each turn.

[0215] FIG. 18 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 18 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 a training session, as described below. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina".

[0216] 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.

[0217] 18, 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.

[0218] 18, a rest operation section 215, a training operation section 216, a skill operation section 217, an outing operation section 218, and a 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.

[0219] 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 race operation section 219.

[0220] 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.

[0221] 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 the type of race in which the character to be trained will run by operating the race operation unit 219.

[0222] When the character to be trained takes a rest, trains, goes out, or takes part in a race, the current turn ends and the next turn begins.

[0223] In this embodiment, a race-limited turn is set for each character, during which the rest operation unit 215, the training operation unit 216, and the going out operation unit 218 cannot be selected. During the race-limited turn, the rest operation unit 215, the training operation unit 216, and the going out operation unit 218 are displayed in gray, and operations by the player cannot be accepted.

[0224] Therefore, in the race-limited turn, the player must operate the race operation unit 219 to enter the character to be trained in a race. Although a detailed explanation is omitted, as shown in FIG. 17, the 74th turn, 76th turn, and 78th turn are set as race-limited turns for all characters. In these three turns, the player must enter the character to be trained in a special race.

[0225] In addition, the skill operation section 217 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end.

[0226] Fig. 19A is a first diagram illustrating the training screen 220. Fig. 19B 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 .

[0227] 19A, 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.

[0228] 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. 19A shows a state in which the power operation unit 223 is provisionally selected. Also, FIG. 19B shows a state in which the stamina operation unit 222 is provisionally selected.

[0229] 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.

[0230] 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 number of training sessions, 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.

[0231] 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.

[0232] 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. 19A, 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. 19B, 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.

[0233] 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.

[0234] 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.

[0235] 19B, in the upper right portion of the training screen 220, 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. 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.

[0236] 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.

[0237] 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.

[0238] 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.

[0239] 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.

[0240] 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.

[0241] 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.

[0242] 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.

[0243] 19C 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.

[0244] 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.

[0245] 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.

[0246] 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.

[0247] 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.

[0248] 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.

[0249] 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.

[0250] 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.

[0251] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 19A or 19B is successful is added. Also, the display in the physical strength display section 211 is updated according to the training item that was performed. When the training of speed, stamina, power, or tenacity is successful, physical strength decreases. On the other hand, when the training of wisdom is successful, physical strength is restored.

[0252] 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.

[0253] 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.

[0254] 19D 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.

[0255] 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.

[0256] 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.

[0257] FIG. 20A is a first diagram for explaining an inheritance event. FIG. 20B is a second diagram for explaining an inheritance event. FIG. 20C is a third diagram for explaining an inheritance event. FIG. 20D 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.

[0258] When the 31st turn starts, first, as shown in FIG. 20A, 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. 20B. 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, including the first and second inherited generations.

[0259] Then, as shown in Fig. 20C, the factors that have been selected by lottery and have been determined to be activated are displayed, and then, as shown in Fig. 20D, 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. 18A 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.

[0260] Fig. 21A is a first diagram illustrating the skill screen 230. Fig. 21B is a second diagram illustrating the skill screen 230. When the skill operation section 217 of the top screen 210 is operated, the skill screen 230 shown in Fig. 21A is displayed on the display 26. The skill screen 230 displays a skill point display section 214. As described above, the skill point display section 214 displays the current skill points possessed by the character to be trained (player).

[0261] A skill display area 231 is provided below the skill point display section 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display column 232 displays acquired skills, skills previously set for the character to be trained, skills acquired as a result of the occurrence of various events, etc. Note that, although three skill display columns 232 are displayed in the skill display area 231 in FIG. 21A, when a slide operation is input to the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.

[0262] The skill display area 231 displays the name of the skill, the conditions for activating the skill, and the effect when the skill is activated. In addition, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the skill points required to acquire the skill. In addition, the required points display section 233 is provided with an operation section marked "+" or "-". The player can select the skill displayed in the skill display column 232 by operating the operation section marked "+". In addition, the player can cancel the selection state of the skill displayed in the skill display column 232 by operating the operation section marked "-".

[0263] When a first or second hint event occurs for a possessed skill, the skill points consumed to acquire the possessed skill are discounted. Also, when the character's hint level is enhanced before the start of the training game, the skill points consumed to acquire the possessed skill are discounted. Here, for the possessed skill for which a hint has been acquired, the discounted skill points are displayed in the required points display area 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display area 232.

[0264] Furthermore, on the skill screen 230, skill display fields 232 corresponding to acquireable skills and skill display fields 232 corresponding to unacquirable skills are distinguished from each other. For example, skill display fields 232 corresponding to acquired skills and skill display fields 232 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that, in place of the required points display section 233, an icon marked "Acquired" is displayed in the skill display fields 232 corresponding to acquired skills.

[0265] In addition, below the skill display area 231, a decision operation section 235a, a reset operation section 235b, and a return operation section 235c are provided. When the decision operation section 235a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.

[0266] For example, assume that in the state shown in Fig. 21A, a skill corresponding to the skill display column 232 displayed at the top of the skill display area 231 is acquired. In this case, with the acquisition of the skill, the skill screen 230 is updated as shown in Fig. 21B. Here, the skill display column 232 displayed at the top of the skill display area 231 is displayed grayed out. Furthermore, the skill point display section 214 displays the remaining skill points after the skill is acquired.

[0267] When the reset operation section 235b is operated, the selection state of all skills is cancelled. When the return operation section 235c is operated, the skill screen 230 is closed and the top screen 210 is displayed.

[0268] Here, in this embodiment, evolution conditions are set for some skills. In this embodiment, among the four awakening skills set for each character, the awakening skills that are released at the awakening levels "3" and "5" are set for evolution conditions. Hereinafter, the awakening skills for which evolution conditions are set are referred to as evolution-compatible skills. Note that, here, a case will be described in which the awakening skills that are released at the awakening levels "3" and "5" are evolution-compatible skills, but the evolution-compatible skills may be any other skills.

[0269] In addition, whether or not a skill is an evolution-compatible skill is determined not by the type of skill, but by each character (character card). Specifically, the "hot pursuit" skill shown in FIG. 21A is linked to various characters as a possessed skill. In this case, for example, the "hot pursuit" skill is set as an awakening skill with awakening level = 3 for character A, and is set as a simple possessed skill for character B.

[0270] In this case, in a training game in which character A is set as the character to be trained, the skill "Hot Pursuit" is an evolution-compatible skill, but in a training game in which character B is set as the character to be trained, the skill "Hot Pursuit" is not an evolution-compatible skill. Therefore, in a training game in which character B is set as the character to be trained, the player cannot evolve the skill "Hot Pursuit."

[0271] In the above example, assume that the "hot pursuit" skill has not been released for character A. In this case, the character to be trained cannot basically acquire the "hot pursuit" skill. However, as described above, the support card has skills set in it just like the character card, and character A may acquire the "hot pursuit" skill after the fact due to the occurrence of a support event. However, even if the player acquires the "hot pursuit" skill after the fact, the player cannot evolve the skill.

[0272] That is, it can be said that the evolution conditions include the establishment of the release conditions of the evolution-compatible skill. However, as described above, the player may be allowed to evolve skills that are acquired after the fact. In addition, for example, an evolution-compatible skill may be provided that is unrelated to the type of character or the circumstances leading to the acquisition of the skill. In this case, if the evolution conditions set for the evolution-compatible skill are established, the player can evolve the skill, regardless of the type of character to be trained or the circumstances leading to the acquisition of the skill.

[0273] When the evolution condition is met, the skill display field 232 displays "evolveable." That is, the skill for which the evolution condition is met is highlighted on the skill screen 230. Note that the content of the highlighting of the skill for which the evolution condition is met is not limited to this. For example, an effect may be displayed in the skill display field 232 corresponding to the skill for which the evolution condition is met. Alternatively, the skill display field 232 corresponding to the skill for which the evolution condition is met may be displayed in a color different from the other skill display fields 232. Alternatively, the skill display field 232 corresponding to the skill for which the evolution condition is met may be displayed larger than the other skill display fields 232. This improves the convenience for the player when acquiring skills.

[0274] FIG. 22 is a diagram for explaining an example of evolution conditions. FIG. 22 shows evolution-compatible skills set for each of characters A, B, and C. Specifically, in the example shown in FIG. 22, the awakening skill "gourmet" that is released at awakening level=3 and the awakening skill "whole body and soul" that is released at awakening level=5 are set for character A. Also, the awakening skill "gourmet" that is released at awakening level=3 and the awakening skill "curve sommelier" that is released at awakening level=5 are set for character B. Also, the awakening skill "steel will" that is released at awakening level=3 and the awakening skill "indomitable heart" that is released at awakening level=5 are set for character C.

[0275] Here, two awakening skills that are unlocked at awakening levels "3" or "5" are set as evolution-compatible skills. In this manner, in this embodiment, two evolution-compatible skills are set for all characters that are linked to character cards, that is, all characters that can be set as characters to be trained. However, the number of evolution-compatible skills may differ depending on the character. Also, there may be characters that do not have evolution-compatible skills set.

[0276] Furthermore, each awakening skill, which is an evolution-compatible skill, is always linked to at least one evolution skill. An evolution skill is a skill that can be transformed from an evolution-compatible skill when the evolution conditions are met. For example, Character A's evolution-compatible skill "Glutton" is linked to the evolution skills "Glutton A" and "Glutton B."

[0277] In this case, it is assumed that the evolved skill has higher performance than the corresponding evolved skill before evolution. However, it is sufficient that the evolved skill and the corresponding evolved skill before evolution differ in at least some of their performance (activation conditions, effects exerted when activated, etc.). Therefore, the evolved skill may be inferior in performance to the corresponding evolved skill in part or overall.

[0278] Moreover, here, the evolved skill is given a name different from the corresponding evolved skill. Moreover, each skill is necessarily linked to one skill ID. Therefore, here, the evolved skill and the corresponding evolved skill are respectively linked to different skill IDs. However, the evolved skill may be given the same name as the corresponding evolved skill. Moreover, the evolved skill may be linked to the same skill ID as the corresponding evolved skill. For example, an evolved skill may be one in which at least a part of the parameters linked to the corresponding evolved skill have changed.

[0279] Skills are also classified into multiple categories based on the utility brought about by activation or the activation conditions. For example, skills are classified based on the utility brought about by activation, such as a speed category that increases speed during a race, or a stamina category that recovers stamina during a race. Skills are also classified based on the distance or strategy of the race in which they can be activated. Therefore, there are skills that belong to multiple categories, such as a stamina category and a long distance category. On the other hand, there may also be skills that belong to only one category or that do not belong to any category.

[0280] Here, the evolved skill has at least a part of the same lineage as the corresponding evolution skill before evolution, but the evolved skill may have a completely different lineage from the corresponding evolution skill before evolution.

[0281] As described above, evolutionary conditions are set for evolutionary skills. Since evolutionary conditions are set for each evolutionary skill, it can be said that evolutionary skills have evolutionary conditions set for them. An evolutionary skill always has one or more evolutionary conditions set. For example, the skill "gourmet A", which is an evolutionary skill for character A, has two evolutionary conditions set: a first condition and a second condition. Here, the first condition is set to execute "going out" at least once during the training game, and the second condition is set to the value of the stamina ability parameter being 1200 or more.

[0282] Therefore, if character A, whose awakening level is "3" or higher, is the character to be developed and has already acquired the skill "Glutton," when the first and second conditions are met, the player will be able to evolve the acquired skill "Glutton" into the evolved skill, "Glutton A."

[0283] For example, the first condition for the skill "Glutton B" which is an evolution skill of character A is set to be winning a specific race during the training game, and the second condition is set to be having five hints of speed-related skills. Note that the evolution conditions are not limited to speed-related skills, and include evolution conditions such as having a certain number of hints of a specific skill.

[0284] Here, when the number of hints for a specific skill is set as an evolution condition, the count of the number of hints may not increase even if hints for the same skill are acquired multiple times. When the number of hints for a specific skill is set as an evolution condition, the count may include the number of hints for the evolution-compatible skill before evolution that corresponds to the evolved skill. When the number of hints for a specific skill is set as an evolution condition, a skill that has become obtainable by increasing the awakening level (with a hint level of zero) may not be included in the count of the number of hints. When the number of hints for a specific skill is set as an evolution condition, a skill that has increased the hint level of an awakening skill and has a hint level of 1 or more may be included in the count of the number of hints.

[0285] The multiple evolution skills linked to one evolution-compatible skill are set with at least some different evolution conditions. If both the evolution conditions set for the skill "gourmet A" and the evolution conditions set for the skill "gourmet B" are met, the player can select "gourmet A" or "gourmet B" as the evolution destination of the acquired skill "gourmet". However, only one evolution condition may be set for an evolution-compatible skill linked to multiple evolution skills, and if one evolution condition is met, the player may be able to select one of the evolution skills.

[0286] In this embodiment, as shown in FIG. 22, the number of evolution conditions set for one evolution skill is any one of 1 to 3. However, the number of evolution conditions set for one evolution skill may be common to all evolution skills. Also, for example, the performance of the evolution skill may be stronger as the number of evolution conditions set increases.

[0287] 22, the skill "Glutton" is set as an awakening skill that is unlocked at awakening level = 3 for both Character A and Character B. However, as is clear from FIG. 22, the number of evolution skills linked to the same skill "Glutton" is different between Character A and Character B.

[0288] That is, for character A, the skill "Glutton" is linked to the skill "Glutton A" and the skill "Glutton B" as evolutionary skills. On the other hand, for character B, only the skill "Glutton A" is linked to the skill "Glutton" as an evolutionary skill. In this way, even for the same evolutionary skill, the number and type of evolutionary skills linked to the evolutionary skill may differ depending on the character.

[0289] Furthermore, the evolution conditions for the evolution skill "gourmet A" are different for character A and character B. In this way, even for the same evolution skill, the evolution conditions differ depending on the character, so a high level of strategy is required of the player. In other words, each character needs to progress in their own game, which diversifies the training game and increases the interest of the game. Furthermore, in order to acquire an evolution skill, the evolution conditions must be met. These evolution conditions include conditions that can only be met by progressing through the game in a planned manner throughout the entire training game. This requires long-term strategic planning, which increases the interest of the game.

[0290] In this example, the number of evolution skills linked to one evolution-compatible skill and the evolution conditions are different for each character. However, the number of evolution skills linked to one evolution-compatible skill and the evolution conditions may be common to all characters. Also, the evolution conditions shown in FIG. 22 are merely an example, and the contents of the evolution conditions can be set appropriately.

[0291] As described above, the evolution skills and evolution conditions associated with the evolution-compatible skills are important matters to be considered when playing the training game. However, since there are a wide variety of evolution skills and evolution conditions, it is difficult for a player to grasp all of this information. Therefore, as shown in FIG. 21A, an evolution icon 232a is displayed in the skill display field 232. When the evolution icon 232a is operated, the player can check information related to the evolution skills.

[0292] FIG. 23A is a diagram illustrating an evolution skill confirmation screen 236. When the evolution icon 232a is operated, the evolution skill confirmation screen 236 shown in FIG. 23A is displayed. The upper part of the evolution skill confirmation screen 236 displays the skill display field 232 for which the evolution icon 232a is operated. That is, the upper part of the evolution skill confirmation screen 236 displays the skill display field 232 corresponding to the skill (evolution-compatible skill) selected by the player. The upper part of this skill display field 232 displays "pre-evolution skill," notifying the player that the skill selected by the player is a pre-evolution skill.

[0293] In addition, a message "Can evolve after training is completed" is displayed below the skill display column 232. In addition, an evolution skill display column 237 is provided below this message. In the evolution skill display column 237, information related to the evolution skill, such as the name of the evolution skill linked to the skill displayed in the skill display column 232, the activation condition, and the effect when activated, is displayed. The same number of evolution skill display columns 237 are displayed as the number of evolution skills linked to the skills displayed in the skill display column 232.

[0294] At this time, the evolution skill display field 237 of the evolution skill for which the evolution condition is met is displayed in a differentiated manner from the evolution skill display field 237 of the evolution skill for which the evolution condition is not met. Specifically, the evolution skill display field 237 of the evolution skill for which the evolution condition is not met is displayed in a grayed-out state. Also, an icon marked "Achieved" is superimposed on the evolution skill display field 237 for which the evolution condition is met. In this way, the convenience for the player is improved by highlighting the evolution skill display field 237 of the evolution skill for which the evolution condition is met.

[0295] In addition, a close operation section 236a is provided on the evolution skill confirmation screen 236. When the close operation section 236a is operated, the evolution skill confirmation screen 236 is closed, and the skill screen 230 is displayed. In addition, a condition display operation section 237a is provided on the evolution skill display field 237. When the condition display operation section 237a is operated, an evolution condition confirmation screen 238 is displayed.

[0296] Fig. 23B is a first diagram for explaining the evolution condition confirmation screen 238. Fig. 23C is a second diagram for explaining the evolution condition confirmation screen 238. Fig. 23B shows a case where the condition display operation unit 237a provided in the evolution skill display field 237 in the upper part of Fig. 23A is operated. Fig. 23C shows a case where the condition display operation unit 237a provided in the evolution skill display field 237 in the lower part of Fig. 23A is operated.

[0297] An evolution skill display field 237 corresponding to the evolution skill selected by the player on the evolution skill confirmation screen 236 is displayed at the top of the evolution condition confirmation screen 238. In addition, an evolution condition display field 239 is displayed below the evolution skill display field 237. The evolution condition display field 239 displays the evolution condition (contents) set for the evolution skill and the achievement level of the evolution condition. Specifically, the evolution condition display field 239 has an achievement level display bar 239a for each condition. The achievement level display bar 239a visually displays the achievement level of each condition, and as shown in FIG. 23C, the display color changes according to the achievement level. In addition, for a condition that has already been achieved, "Completed" is displayed below the achievement level display bar 239a.

[0298] In this way, convenience for the player is improved by the evolution condition confirmation screen 238. Note that a close operation section 238a is provided on the evolution condition confirmation screen 238. When the close operation section 238a is operated, the evolution skill confirmation screen 236 is displayed.

[0299] Fig. 24A is a first diagram illustrating a race selection screen 240. When the race operation unit 219 on the top screen 210 is operated, the race selection screen 240 shown in Fig. 24A is displayed. The 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).

[0300] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A 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 race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected by the race selection operation section 241 of the race selection screen 240 are preset for each turn.

[0301] 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 race selection operation unit 241 as shown in FIG. 24A, 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 race selection screen 240.

[0302] FIG. 24B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated with the race event of the race to be participated selected by the race selection operation unit 241, the race start screen 250 shown in FIG. 24B is displayed. A strategy display unit 251 is displayed in the center of the 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 for the race to any strategy by operating the strategy change screen.

[0303] Furthermore, a result operation section 253 and a race operation section 254 are displayed at the bottom of the 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.

[0304] FIG. 24C is a first diagram for explaining the race result screen 260. FIG. 24D is a second diagram for explaining the race result screen 260. When the playback of the race video ends, and when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 24C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Also, as shown in FIG. 24D, the race result screen 260 displays the class of the current character to be trained.

[0305] 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 race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0306] 25 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.

[0307] 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.

[0308] 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.

[0309] 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.

[0310] 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.

[0311] 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.

[0312] 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.

[0313] 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.

[0314] 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.

[0315] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage process, but may be a support event associated with a support card selected by lottery from among all support cards implemented in the game. However, the selection probability of a support event associated with a support card registered in the deck is higher than the selection probability of a support card event associated with a support card not registered in the deck.

[0316] 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.

[0317] 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.

[0318] 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.

[0319] 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.

[0320] In this embodiment, the turn start process 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 a scenario event and the process for determining a dedicated event are omitted. The turn start process includes the process shown in FIG. 25 for determining whether a first event occurs, the process for determining whether a character is deployed and the training items to be deployed, the process for setting a state in which friendship training can occur, the process for determining an increase in ability parameters, and the process for setting a state in which a second event can occur. In addition to these, various other processes are executed in the turn start process, but here, the processes shown in FIG. 25 are described in order.

[0321] <Process to determine whether the first event has occurred> In the process of determining whether or not to generate a 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.

[0322] <Process to determine whether or not to place a character and the training items to be placed> 26 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.

[0323] 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.

[0324] 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.

[0325] 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.

[0326] 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.

[0327] 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.

[0328] As described above, a favorite training is set for the support card (support character). If the target character is a support character, a change may be made based on the arrangement determination table shown in FIG. 26 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.

[0329] 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".

[0330] 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.

[0331] 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.

[0332] 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.

[0333] <Process to set the state in which friendship training can occur> Returning to FIG. 25, once the placement information is determined as described above, a state in which friendship training can occur 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 state in which friendship training can occur are met for the extracted support character. As described above, here, the setting conditions for the state in which friendship training can occur 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.

[0334] 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.

[0335] <Process to determine the increase in ability parameters> In a turn in which training can be performed, the increase in ability parameters upon successful training is determined for each training item.

[0336] FIG. 27A is a diagram illustrating a training level table. As shown in FIG. 27A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, each training level related to speed, stamina, power, guts, and intelligence is set to "Level 1", when the number of times each training is selected is 4 or more and 7 or less, each training level is set to "Level 2", when the number of times each training is selected is 8 or more and 11 or less, each training level is set to "Level 3", when the number of times each training is selected is 12 or more and 15 or less, each training level is set to "Level 4", and when the number of times each training is selected is 16 or more, each training level is set to "Level 5".

[0337] Here, a case has been described in which the training level increases according to the number of times the training is selected. However, the conditions for increasing the training level are not limited to this. For example, the training level may increase or decrease by lottery. Alternatively, the training level may change according to the number of turns. Note that the training level is not essential.

[0338] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0339] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0340] Stamina training is also performed, and if successful, the values ​​of the stamina and tenacity ability parameters are increased.

[0341] Additionally, power training is performed, and if successful, the values ​​of the stamina and power ability parameters are increased.

[0342] Furthermore, guts training is performed, and if successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0343] Additionally, intelligence training is performed, and if successful, the values ​​of the speed and intelligence ability parameters are increased.

[0344] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a fixed increase value determined in accordance with the training item and training level performed to a bonus addition value, which will be described later, and then adding that value to the fixed increase value.

[0345] Fig. 27B is a diagram for explaining a fixed increase value (speed) table. Also, Fig. 27C is a diagram for explaining a fixed increase value table (power). That is, Fig. 27B shows a fixed increase value when the training item is speed. Also, Fig. 27C shows a fixed increase value when the training item is power.

[0346] As shown in Figures 27B and 27C, the fixed increase value table stores fixed increase values ​​determined according to the training item and training level performed. In this embodiment, as shown in Figures 27B and 27C, the higher the training level, the greater the increase in ability parameter.

[0347] Although not described here, there are also provided fixed increase value tables for stamina, tenacity, and wisdom when these are selected as training items.

[0348] In addition, in this embodiment, many conditions for adding ability parameters are provided. Examples of the conditions for adding include that a specific character or a support character is 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.

[0349] 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.

[0350] 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.

[0351] <Processing to set the second event occurrence state> Returning to FIG. 25, for a support character placed in any training item, a state in which a second event can occur is set. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0352] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. When a player selects a training item in which a support character is placed in which a second event can be set, the second event occurs after the training item is executed.

[0353] 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.

[0354] As described above, in the training main game, the player can increase the ability parameters of the character to be trained as the turns proceed. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0355] 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.

[0356] In this embodiment, when all turns in the training main game are completed, the player can select an evolution skill. Specifically, when the character to be trained has acquired an evolution-compatible skill during the training main game and the evolution condition of the evolution-compatible skill is met, the player can select whether to change the acquired evolution-compatible skill to the evolution skill. In other words, when the evolution condition set for each skill and set for the skill to which the acquisition information is linked is met, the skill can be changed.

[0357] FIG. 28A is a diagram for explaining the end confirmation dialog 280. FIG. 28B is a diagram for explaining a suggestion image 281. FIG. 28C is a first diagram for explaining the evolution skill selection dialog 282. FIG. 28D is a second diagram for explaining the evolution skill selection dialog 282. When all turns are completed in the training main game, a final screen (not shown) is displayed. On this final screen, for example, skill points can be consumed to acquire possessed skills. Then, when an end button provided on the final screen is operated, the end confirmation dialog 280 shown in FIG. 28A is superimposed on the final screen.

[0358] The termination confirmation dialog 280 is provided with a cancel operation section 280a and a final operation section 280b. When the cancel operation section 280a is operated, the termination confirmation dialog 280 is closed. Furthermore, the final operation section 280b accepts a termination operation for terminating the training main game. When a termination operation is input to the final operation section 280b, if the character to be trained has an acquired skill that satisfies the evolution condition, a suggestion image 281 shown in FIG. 28B is displayed.

[0359] Here, a cut-in image showing a character to be trained is displayed as a suggestion image 281 superimposed on the end confirmation dialog 280. When the suggestion image 281 is displayed for a predetermined time, the evolution skill selection dialog 282 shown in FIG. 28C is then displayed. In other words, the suggestion image 281 suggests that the evolution skill selection dialog 282 will be displayed, that is, that an evolution skill can be selected. The content of the suggestion image 281 is not particularly limited. However, it is preferable that the suggestion image 281 has content that suggests that something will occur afterwards.

[0360] An acquired skill display field 283 is displayed at the top of the evolution skill selection dialogue 282. Skills that have been acquired during the training main game and for which the evolution conditions are met are displayed in this acquired skill display field 283. In addition, an evolution skill display field 284 is displayed below the acquired skill display field 283. Evolution skills that satisfy the evolution conditions, i.e., evolution skills that can be changed from acquired evolution-compatible skills, are displayed in the evolution skill display field 284.

[0361] The example shown in FIG. 28C shows a case where the evolution conditions are met for both of the two evolution skills linked to the evolution-compatible skill. Therefore, in this case, as shown in FIG. 28C, two evolution skill display fields 284 are displayed. Note that, if the evolution conditions of only one of the two evolution skills linked to the evolution-compatible skill displayed in the acquired skill display field 283 are met, only one evolution skill display field 284 is displayed.

[0362] 28C, when the evolution skill selection dialog 282 starts to be displayed, the evolution skill display field 284 is displayed in a grayed-out state, and the acquired skill display field 283 is displayed in a highlighted state so as to be more noticeable than the evolution skill display field 284. In this state, the evolution-compatible skill displayed in the acquired skill display field 283 is in a selected state. In this state, for example, assume that an operational input is made to the upper evolution skill display field 284 out of the two evolution skill display fields 284.

[0363] 28D, the evolution skill display field 284 for which an operation input has been performed is highlighted, and the acquired skill display field 283 and the lower evolution skill display field 284 are grayed out. In this state, the evolution skill corresponding to the upper evolution skill display field 284 is in a selected state.

[0364] The evolution skill selection dialogue 282 is provided with a decision operation unit 282a. When the decision operation unit 282a is operated, the selected skill is confirmed as an acquired skill. Note that the player does not necessarily have to change the acquired evolution-compatible skill to an evolution skill. When not changing the evolution-compatible skill to an evolution skill, the player can operate the decision operation unit 282a in the selected state of the acquired skill display field 283.

[0365] In addition, when the evolution condition of an already acquired evolution-compatible skill is met, the player may be required to change the evolution-compatible skill to an evolution skill.

[0366] There may also be cases where multiple evolution-compatible skills that satisfy the evolution condition have been acquired. In this case, as shown in FIG. 28C or FIG. 28D, a switching operation section 283a is provided on the left and right of the acquired skill display column 283. When the switching operation section 283a is operated, the evolution-compatible skills and evolution skills displayed in the evolution skill selection dialog 282 are switched. Note that, if only one evolution-compatible skill that satisfies the evolution condition has been acquired, the switching operation section 283a is not displayed. Therefore, in this case, the evolution-compatible skills and evolution skills are not switched in the evolution skill selection dialog 282.

[0367] FIG. 29A is a third diagram for explaining the evolution skill selection dialog 282. FIG. 29B is a fourth diagram for explaining the evolution skill selection dialog 282. For example, assume that the switching operation unit 283a is operated in the state shown in FIG. 28D. In this case, as shown in FIG. 29A, the evolution-compatible skill displayed in the acquired skill display field 283 is changed. Here, the skill "Hot Pursuit" is switched to the skill "Monster."

[0368] Also, in the example shown in FIG. 29A, the evolution condition of the skill "Monster A", which is an evolution skill linked to the skill "Monster", is met, but the evolution condition of the skill "Monster B" is not met. Therefore, in this case, only the evolution skill display field 284 corresponding to "Monster A" is displayed in the evolution skill selection dialogue 282. Then, when the evolution skill display field 284 is operated in the state shown in FIG. 29A, the evolution skill display field 284, i.e., the skill "Monster A", is selected as shown in FIG. 29B.

[0369] In this manner, in the evolution skill selection dialogue 282, the player can select the skills that will ultimately be linked to the character being trained from among all evolution-compatible skills for which the evolution conditions are met.

[0370] FIG. 30A is a first diagram for explaining an evolution performance image. FIG. 30B is a second diagram for explaining an evolution performance image. FIG. 30C is a third diagram for explaining an evolution performance image. In the evolution skill selection dialogue 282, it is assumed that the decision operation unit 282a is operated with at least one evolution skill selected. In this case, an evolution performance is executed that suggests that the evolution-compatible skill changes to an evolution skill. In the evolution performance, an evolution performance image is displayed on the display 26.

[0371] Here, the evolution performance image includes a first image 285a, a second image 285b, and a third image 285c. In the evolution performance, first, as shown in FIG. 30A, the first image 285a is displayed. Here, an image of the character to be trained shouting "Evolution" is displayed as the first image 285a. After the first image 285a is displayed for a predetermined time, the second image 285b is displayed. The second image 285b is an image that graphically suggests that the skill "Hot Pursuit" will be changed to the skill "Hot Pursuit A" as shown in FIG. 30B. This second image 285b is provided for each evolution-compatible skill and evolution skill.

[0372] When the second image 285b is displayed for a predetermined time, the third image 285c is displayed. The third image 285c is a text image that reads, "The skill 'Hot Pursuit' has evolved into the skill 'Hot Pursuit A'," as shown in FIG. 30C. In this manner, in this embodiment, the content of the changed skill is suggested by the evolution performance image.

[0373] Here, if one evolution skill is selected in the evolution skill selection dialog 282, the evolution performance ends with the display of one evolution performance image. On the other hand, if multiple evolution skills are selected in the evolution skill selection dialog 282, the display of the above evolution performance image is repeatedly executed the number of times corresponding to the number of selected evolution skills.

[0374] FIG. 31A is a fourth diagram explaining an evolution performance image. FIG. 31B is a fifth diagram explaining an evolution performance image. FIG. 31C is a sixth diagram explaining an evolution performance image. When multiple evolution-compatible skills change into evolution skills, the evolution performance image is repeatedly displayed in the evolution performance. For example, when two evolution-compatible skills change into evolution skills, first, as shown in FIG. 30A, FIG. 30B, and FIG. 30C, the first evolution performance image is displayed to suggest the change of the first evolution-compatible skill. After that, as shown in FIG. 31A, FIG. 31B, and FIG. 31C, the first image 285a, the second image 285b, and the third image 285c are displayed in sequence as the second evolution performance image. This suggests the change of the second evolution-compatible skill.

[0375] In this manner, in this embodiment, an evolution performance image suggesting a change in skill is displayed. When there are multiple skills to be changed, images or text corresponding to the multiple skills are displayed consecutively in the evolution performance image. Note that the above-mentioned evolution performance is merely an example, and the specific content of the evolution performance image is not particularly limited. Also, when there are multiple skills to be changed, images or text corresponding to the multiple skills may be displayed simultaneously in the evolution performance image.

[0376] FIG. 32A is a first diagram for explaining an evolution presentation image of a modified example. FIG. 32B is a second diagram for explaining an evolution presentation image of a modified example. FIG. 32C is a third diagram for explaining an evolution presentation image of a modified example. In the evolution presentation image of the modified example, as in the above, a first image 285a is displayed as shown in FIG. 32A. Then, a second image 285b is displayed as shown in FIG. 32B. At this time, in the modified example, images corresponding to multiple evolution-compatible skills are displayed simultaneously.

[0377] Specifically, in the second image 285b, the screen is divided into two display areas. In each of the divided display areas, an image corresponding to a different evolution-compatible skill is displayed. In the example shown in FIG. 32B, the upper display area suggests that the skill "Hot Pursuit" will change to the skill "Hot Pursuit A", and the lower display area suggests that the skill "Monster" will change to the skill "Monster A".

[0378] In addition, in the third image 285c of the modified example, a message indicating which evolution-compatible skill will change to which evolution skill is displayed by a text image. At this time, in the third image 285c, messages corresponding to two evolution-compatible skills are simultaneously displayed in one text image.

[0379] The display pattern of the evolution performance image may differ depending on the number of skills to be changed. For example, when the number of skills to be changed is less than a predetermined number, the evolution performance image may be displayed as in the above embodiment, and when the number of skills to be changed is equal to or more than a predetermined number, the evolution performance image may be displayed as in the above modified example. For example, the display contents of the evolution performance images such as the second image 285b and the third image 285c are determined based on the skills to be changed. In other words, if the skills to be changed are different, the display contents of the evolution performance images will naturally be different.

[0380] In a training game, the parameters of the character to be trained are important. According to this embodiment, the evolution presentation allows the player to properly understand the acquisition or change of skills. In particular, even when multiple skills change, an image is displayed for each skill. This reduces the risk that the player will not be able to properly understand the acquired skills, which will decrease the interest of the game.

[0381] As described above, when the evolution performance image is displayed in the evolution performance, the training game ends. When the training game ends, the evaluation points of the trained training character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. 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 training character runs in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time of the end of the training game.

[0382] 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.

[0383] Fig. 33A is a first diagram illustrating the training completion screen 330. Fig. 33B is a second diagram illustrating the training completion screen 330. Fig. 33C is a third diagram illustrating the training completion screen 330. When the training game ends, as shown in Fig. 33A, 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. 33B, an evaluation point is displayed.

[0384] 33C, 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.

[0385] When the training game ends, a lottery is held for the factors acquired by the training character, 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 the factors is held according to preset conditions for each factor type. The probability of acquiring the factor, etc. is set based on the result of the training game.

[0386] In addition, when one or more evolution skills are acquired, the display of the evolution performance image is terminated and the training completion screen 330 is displayed. On the other hand, when no evolution-compatible skills that satisfy the evolution condition are acquired, the confirmation operation section 280b of the end confirmation dialogue 280 shown in Fig. 28A is operated, and the training completion screen 330 is displayed without displaying the evolution skill selection dialogue 282 and the evolution performance image.

[0387] Also, even if the evolution skill selection dialog 282 is displayed, no evolution skill may be selected. In this case, when the decision operation unit 282a of the evolution skill selection dialog 282 is operated, the development completion screen 330 is displayed without displaying an evolution performance image. However, even in this case, the development completion screen 330 may be displayed after displaying some performance image.

[0388] As described above, when the training game ends, a training character is generated that is linked to the character to be trained, various parameters, and skills. The evolution performance image is displayed from the start of the training game until the training character is generated. An operation to end the training game is also accepted, and the generation of the training character and the display of the evolution performance image are executed based on the input of the operation to end the training game.

[0389] The timing of displaying the evolution performance image may be, for example, after the end of the training game. For example, the training game has already ended when the training completion screen 330 is displayed. Therefore, the evolution performance image may be displayed after the training completion screen 330 is displayed. In this case, for example, the evolution-compatible skill before the change may be displayed once as an acquired skill on the training completion screen 330, and the display of the acquired skill may change after the evolution performance image is displayed.

[0390] The timing for changing the skill may be during the training main game. For example, the evolution-compatible skill may be changed into the evolution skill when the evolution condition is met. In this case, for example, the evolution skill may be activated during a race in the training main game.

[0391] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0392] (Functional configuration of player terminal 1) 34 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.

[0393] 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. 34 are just examples, and the terminal-side game control program includes many other programs.

[0394] 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.

[0395] 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.

[0396] 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.

[0397] 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.

[0398] 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.

[0399] 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.

[0400] (Functional configuration of server 1000) 35 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.

[0401] 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. 35 are just examples, and the server-side game control program includes many other programs.

[0402] 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.

[0403] 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.

[0404] 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.

[0405] 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.

[0406] The training game execution unit 1101a executes all processing related to the training game.

[0407] 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.

[0408] 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.

[0409] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0410] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 36 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).

[0411] 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).

[0412] 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.

[0413] Furthermore, when the player performs a character strengthening operation for strengthening a character (character card) at the player terminal 1, the information setting processing section 700a performs a character strengthening process (P2).

[0414] FIG. 37 is a flowchart for explaining the character strengthening process in the player terminal 1. Here, the process related to the awakening level in the character strengthening process will be explained, and the explanation of the other processes will be omitted. For example, when the strengthening screen selection operation unit 102b is operated, a selection screen for selecting the strengthening type is displayed. On this selection screen, the player can select either a character or a support card as the strengthening type. The operation of the player to select a character as the strengthening type on the selection screen is the character strengthening operation. Also, as described above, the operation of the strengthening operation unit 163b on the character details screen 160 (see FIG. 6B) is also a character strengthening operation.

[0415] When a character strengthening operation is input, the information setting processing unit 700a extracts a possessed character (P2-1). Then, the information setting processing unit 700a executes a character strengthening screen display process (P2-2) that generates and displays a character strengthening screen 165 based on the extracted possessed character. In addition, in the character strengthening screen display process, a process of switching the display screen and a process of updating the selected character are performed based on the player's operation input. Here, when the awakening level strengthening button 169a is operated on the character strengthening screen 165, a confirmation screen is displayed.

[0416] When an awakening level strengthening operation for increasing the awakening level is input on the confirmation screen (YES in P2-3), the information setting processing unit 700a transmits update request information to the server 1000 (P2-4). Although a detailed description will be omitted, when the server 1000 receives the update request information, it checks whether the player possesses an item required for increasing the awakening level. If the player possesses the required item, a process of consuming the item to update the awakening level is performed (S1). The server 1000 also causes the player terminal 1 to receive permission information.

[0417] When the player terminal 1 receives the permission information (YES in P2-5), the information setting processing unit 700a executes an awakening level strengthening effect that suggests an increase in the awakening level (P2-6). The information setting processing unit 700a also updates the information on the awakening skill based on the updated awakening level (P2-7). Here, release information indicating that the awakening skill has been released is stored. The information setting processing unit 700a also updates other information such as the awakening level and the number of items owned (P2-8).

[0418] Returning to Fig. 36, when a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0419] 38 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.

[0420] 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. For example, when a long press operation of the character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays the character detail screen 160. Also, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays the character strengthening screen 165. 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.

[0421] 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.

[0422] 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.

[0423] 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 .

[0424] 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.

[0425] 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.

[0426] 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.

[0427] 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.

[0428] 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.

[0429] 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.

[0430] 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.

[0431] 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.

[0432] 39 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).

[0433] 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.

[0434] 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).

[0435] 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).

[0436] 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).

[0437] 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.

[0438] Returning to FIG. 36, 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.

[0439] 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.

[0440] 40 is a flowchart 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.

[0441] 41 is a flowchart explaining the turn start processing in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0442] The training game executing unit 1101a also executes an event occurrence determination process (S10-4). 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.

[0443] If the current turn is not a race-limited turn (NO in S10-5), the training game executing unit 1101a executes a placement character determination process (S10-6). Here, the training game executing unit 1101a determines by lottery whether or not to place specific characters such as support characters and story characters, and the training items to be placed, for each of them based on the placement presence / absence table (FIG. 26). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the character with the determined training items and stores them.

[0444] Next, the training game executing unit 1101a executes a friendship training setting process (S10-7). Here, the "process for setting a friendship training possible state" described with reference to FIG. 25 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.

[0445] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-8). Here, the "process for determining an ability parameter increase value" described with reference to FIG. 25 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.

[0446] 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.

[0447] 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.

[0448] Next, the training game executing unit 1101a executes a process for determining whether or not a second event occurs (S10-9). Here, the "process for setting the second event occurrence possible state" described with reference to Fig. 25 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 will be executed.

[0449] 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 (S10-10).

[0450] Returning to FIG. 40, after the turn start processing is completed, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the skill information, such as skill acquisition information, is updated (S7-3). Here, the acquisition information is linked to the acquired skill. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the updated skill information is received by the player terminal 1. Also, the server 1000 waits until a selection command is received from the player terminal 1 (S7-4).

[0451] 42 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, upon receiving game information (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.

[0452] The training game executing unit 701a also executes a display control process to display 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. The training game executing unit 701a also controls the display of the status display unit 213. 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.

[0453] Furthermore, when the skill operation unit 217 is operated (YES in P7-4), the training game executing unit 701a executes a skill screen display process (P10).

[0454] 43 is a flowchart for explaining the skill screen display process in the player terminal 1. The training game executing unit 701a acquires possessed skill information (P10-1), acquires hint information (P10-2), and acquires acquired skill information (P10-3). The training game executing unit 701a also acquires evolution conditions set for the evolution-compatible skills of the character to be trained (P10-4). The training game executing unit 701a also acquires evolution condition achievement information indicating whether the evolution conditions have been achieved (P10-5).

[0455] The training game executing unit 701a generates various screens such as the skill screen 230, the evolved skill confirmation screen 236, and the evolution condition confirmation screen 238 based on the acquired information (P10-6). Then, the training game executing unit 701a displays the generated skill screen 230 (P10-7). Also, when an operation to switch the screen is input (YES in P10-8), the training game executing unit 701a executes a screen switching process to switch the displayed screen (P10-9).

[0456] Furthermore, when a skill acquisition operation (tap on the decision operation unit 235a) is input to acquire any of the possessed skills (YES in P10-10), the training game executing unit 701a transmits a skill acquisition command to the server 1000 (P10-11). After that, when skill information is received from the server 1000 (YES in P10-12), the training game executing unit 701a updates the skill-related information related to the skill (P10-13). Furthermore, when the return operation unit 235c is operated (YES in P10-14), the display of the skill screen 230 is terminated.

[0457] Returning to Fig. 42, the training game executing unit 701a switches the display screen of the display 26 based on the operation input by the player until a turn end operation is input (NO at P7-6). Here, the turn end operation is an operation to end 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 tenacity operation unit 224, the intelligence operation unit 225, an operation to decide the race type of the race, and the like.

[0458] When the turn end operation is input (YES in P7-6), the training game execution unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-7). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-8).

[0459] Returning to FIG. 40, when a selection command is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a selection command receiving process (S20).

[0460] 44 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.

[0461] 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.

[0462] 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.

[0463] 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).

[0464] Here, the ability parameters and the like are updated as determined in S10-8 at the start of training. Also, here, the bond parameter value of the placed character is updated. Then, the training game executing unit 1101a sets result information including the results of the above-mentioned outing execution process, rest execution process, race execution process, reward granting process, and success determination process, as well as various updated information, and causes the player terminal 1 to receive it (S20-11).

[0465] Furthermore, when all turns have ended in the server 1000 (YES in S20-12), the training game executing unit 1101a causes the player terminal 1 to receive all turn end information indicating that all turns have ended (S20-13).

[0466] Returning to FIG. 42, when the player terminal 1 receives the result information from the server 1000 (YES in P7-8), the training game executing unit 701a executes a result information receiving process (P20).

[0467] 45 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.

[0468] 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.

[0469] Furthermore, if a second event occurs (YES in P20-3), the training game executing unit 701a executes a presentation for the occurring event (P20-4). Furthermore, the training game executing unit 701a updates parameters based on the received result information (P20-5). Note that here, the evolution condition achievement information is updated based on the received result information. For example, if going out is set as the first evolution condition, and going out is executed, the achievement information is linked to this first condition. Furthermore, for example, winning a specified race is set as the second evolution condition, and if the specified race is won, the achievement information is linked to the second condition.

[0470] Then, when all effects to be executed in the current turn are finished, 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 above.

[0471] 36, when the above-mentioned training stage process (S7) ends in the server 1000, the player terminal 1 receives all turn end information from the server 1000. Upon receiving the all turn end information, the training game executing unit 701a executes training game pre-end process (P8).

[0472] FIG. 46 is a flowchart explaining the training game pre-end processing in the player terminal 1. Upon receiving all-turn end information, the training game executing unit 701a displays the end confirmation dialog 280 (P8-1). When the confirmation operation unit 280b of the end confirmation dialog 280 is operated (YES in P8-2), the training game executing unit 701a extracts awakening skills with awakening levels of "3" or "5" from among the acquired skills (P8-3). Note that, in this case, it is sufficient to extract skill IDs linked to awakening skills with awakening levels of "3" or "5", and the specific processing method is not particularly limited.

[0473] The training game executing unit 701a also acquires evolution condition achievement information (P8-4). If there is an awakening skill that satisfies the evolution condition (YES in P8-5), the training game executing unit 701a extracts the awakening skill (P8-6). The training game executing unit 701a then displays the evolution skill selection dialog 282 based on the extracted awakening skill (P8-7). Here, the processing for updating the selected skill and the processing for switching the screen are also performed based on the player's operation input.

[0474] When the decision operation unit 282a of the evolution skill selection dialogue 282 is operated (YES in P8-8), the training game execution unit 701a judges whether the selected skills include one or more evolution skills (P8-9). If an evolution skill is included (YES in P8-9), the training game execution unit 701a determines the evolution performance image, i.e., the content and display pattern of the evolution performance image, for each evolution skill based on the selected evolution skill and the awakening skill before evolution (P8-10).

[0475] The training game executing unit 701a executes an evolution effect image display process to display the evolution effect image determined in P8-10 (P8-11). The training game executing unit 701a then sequentially displays the evolution effect images until all evolution effect images have been displayed (NO in P8-12). When all evolution effect images have been displayed (YES in P8-12), the training game executing unit 701a transmits end information indicating the end of the training game (P8-13). Note that this end information includes information indicating the skill selected by the player. When training result information is received from the server 1000 (YES in P8-14), the training game executing unit 701a displays the training completion screen 330 (P8-15).

[0476] Returning to FIG. 36, when the end information is received, the training game end processing unit 1102a executes the training game end processing (S8).

[0477] 47 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).

[0478] The raising game end processing unit 1102a also determines factors that the raised character will acquire (S8-3). The raising game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The raising game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the raising rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are given not to the raised character but to the character that is the basis for the raised character.

[0479] 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.

[0480] 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).

[0481] Returning to Fig. 36, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game end processing (P9). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 330 (see Figs. 33A, 33B, and 33C) on the display 26 based on the training result information.

[0482] 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.

[0483] 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.

[0484] The game characteristics and the processes in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Furthermore, the content of the skills in the above embodiment, that is, the utility set for the skills, can be designed as appropriate.

[0485] In the above embodiment, the evolution-compatible skill for which the evolution condition is satisfied can be changed to another skill. However, the utility set for the evolution-compatible skill for which the evolution condition is satisfied may be changeable. For example, assume that a basic utility of recovering 100 stamina when activated during a race is set for skill A. Also assume that an evolution utility of recovering 150 stamina is set for skill A.

[0486] Then, if the evolution condition of skill A is not met, the basic utility is linked to the character to be trained. On the other hand, if the evolution condition of skill A is met, the player can select the basic utility or the evolution utility. If the evolution utility is selected, the name of the skill may or may not change. In this case, the type of skill does not change, but the utility of the skill changes.

[0487] In other words, 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 processes.

[0488] (Processing performed by a computer) A process of updating parameters linked to a character to be raised, based on an operation by a player during a raising game (P20-5, S20-10 as an example in the embodiment). A process (P10 as an example in the embodiment) that makes it possible to acquire a skill (an awakening skill as an example in the embodiment) which has a first utility and is linked to the character to be trained at the start of the training game by consuming points (skill points as an example in the embodiment) during the training game. A process of linking acquired information to acquired skills (P10-13, S7-3 as an example in the embodiment). A process (P8 as an example in the embodiment) that makes it possible to change the skill or the first utility set for the skill when a change condition (evolution condition is an example in the embodiment) that is set for the skill to which the acquisition information is linked is met.

[0489] Furthermore, a skill may be linked to a plurality of second skills (evolution skills as an example in the embodiment) or a plurality of second utilities (evolution utilities as a modified example). In addition, the second skill or the second utility may be selectable by the player. When there are a plurality of changeable second skills or second utilities, one of them may be determined by lottery.

[0490] In addition, different change conditions may be associated with the second skills or second utilities, and the skill or first utility may be changed to the second skill or second utility for which the change condition is satisfied. However, a common change condition may be associated with the second skills or second utilities.

[0491] Also, during the training game, the computer may be caused to execute a process (P10-7 in the embodiment as an example) of displaying an acquisition screen (skill screen 230 in the embodiment as an example) on which a skill can be acquired. The acquisition screen may also display the change conditions set for the skill and the degree of achievement of the change conditions. Furthermore, the acquisition screen may highlight skills for which a change condition has been met.

[0492] It should be noted that some of the functions of the training game described in the above embodiment may not be provided. Also, 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.

[0493] 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]

[0494] 1 Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process of setting a character selected by a player from among a plurality of characters as a character to be developed; a process of executing a training game, which includes updating parameters associated with the character to be trained based on an operation by a player; A process of linking acquisition information of a skill, of which utility is set, whose acquisition condition is met during the training game, to the character to be trained; When a change condition set for the skill linked to the acquired information is satisfied, a process of making the skill or the utility set for the skill changeable; on the computer, The plurality of skills include skills for which different change conditions are set depending on the character to be trained. Information processing program.

2. The plurality of skills include specific skills having different change conditions set thereto, The plurality of characters include a plurality of specific characters to which the specific skill is linked as the skill for which the acquisition condition can be met during the training game when the specific characters are set as the characters to be trained. The information processing program according to claim 1 .

3. When the specific character is set as the character to be trained, a process of setting the specific skill linked to the specific character as the skill for which the acquisition condition can be met during the training game upon the start of the training game; to the computer, The information processing program according to claim 2 .

4. The plurality of specific characters include: The specific characters include two or more specific characters to which the same specific skill is linked and whose change conditions for the specific skill are different from each other.

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

5. 1. An information processing method executed by one or more computers, comprising: a process of setting a character selected by a player from among a plurality of characters as a character to be developed; a process of executing a training game, which includes updating parameters associated with the character to be trained based on an operation by a player; A process of linking acquisition information of a skill, of which utility is set, whose acquisition condition is met during the training game, to the character to be trained; When a change condition set for the skill linked to the acquired information is satisfied, a process of making the skill or the utility set for the skill changeable; Including, The plurality of skills include skills for which different change conditions are set depending on the character to be trained. Information processing methods.

6. one or more computers; The computer a process of setting a character selected by a player from among a plurality of characters as a character to be developed; a process of executing a training game, which includes updating parameters associated with the character to be trained based on an operation by a player; A process of linking acquisition information of a skill, of which utility is set, whose acquisition condition is met during the training game, to the character to be trained; When a change condition set for the skill linked to the acquired information is satisfied, a process of making the skill or the utility set for the skill changeable; Run The plurality of skills include skills for which different change conditions are set depending on the character to be trained. Game device.