Information processing program, information processing method, and game device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-25
- Publication Date
- 2026-03-12
AI Technical Summary
Existing training games lack mechanisms to enhance gameplay interest by effectively utilizing character ability parameters, leading to monotony and reduced engagement.
Implement processes to move objects between positions, change parameters based on conditions, and adjust moving speeds dynamically, incorporating different game modes and parameter changes to enhance gameplay dynamics.
Enhances player interest by improving gameplay through dynamic parameter changes and varied gameplay experiences, increasing engagement and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and 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 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, the ability parameters of the character can be changed, but there is room for improvement in the gameplay that uses the ability parameters.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can improve the game's appeal and thereby increase the player's interest. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of executing a first game in which a plurality of objects are moved from a first position to a second position and a ranking of the objects is determined; changing a first parameter of the object when a predetermined condition is met in a first section of the first game; a process of changing a moving speed of the object based on the first parameter in a second section of the first game that is subsequent to the first section; The computer performs the following.
[0007] Furthermore, the first parameter may be changed by a predetermined amount every predetermined time when the predetermined condition is met.
[0008] Furthermore, the process of changing the moving speed of the object may determine the moving speed of the object based on the first parameter.
[0009] The process of changing the moving speed of the object may change an effect activation time during which the moving speed of the object is changed, based on the first parameter.
[0010] The predetermined condition may include a condition that a second parameter associated with the object is equal to or greater than a predetermined value.
[0011] Also, a process of executing a second game different from the first game; The computer executes the following. The process of executing the second game includes: changing the second parameter of the object; a process of indicating the change in the second parameter in different display modes depending on whether the change in the second parameter is within a range less than the predetermined value or exceeds the predetermined value; may include:
[0012] the second parameter is a parameter that determines an acceleration of the object in the first game, The process of executing the first game includes: determining an acceleration of the object in the first section based on the second parameter; In the second section, an acceleration of the object may be determined based on the first parameter and the second parameter.
[0013] The predetermined condition may include not being in a specific state in which the moving speed of the object changes.
[0014] 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 executing a first game in which a plurality of objects are moved from a first position to a second position and a ranking of the objects is determined; changing a first parameter of the object when a predetermined condition is met in a first section of the first game; a process of changing a moving speed of the object based on the first parameter in a second section of the first game that is subsequent to the first section; Includes.
[0015] In order to solve the above problem, the game device one or more computers; The computer a process of executing a first game in which a plurality of objects are moved from a first position to a second position and a ranking of the objects is determined; changing a first parameter of the object when a predetermined condition is met in a first section of the first game; a process of changing a moving speed of the object based on the first parameter in a second section of the first game that is subsequent to the first section; Carry out the following. [Effects of the Invention]
[0016] According to the present invention, the game playability can be improved, thereby increasing the interest of players. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 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. [Figure 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. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram 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 illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating 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 illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [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 illustrating 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 illustrating a training screen. Fig. 19B is a second diagram illustrating a training screen. Fig. 19C is a diagram illustrating a training result notification screen. Fig. 19D is a diagram illustrating an event screen. [Figure 20] Fig. 20A is a first diagram illustrating an inherited event. Fig. 20B is a second diagram illustrating an inherited event. Fig. 20C is a third diagram illustrating an inherited event. Fig. 20D is a fourth diagram illustrating 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. 22A is a first diagram illustrating a race selection screen. Fig. 22B is a diagram illustrating a race start screen. Fig. 22C is a first diagram illustrating a race result screen. Fig. 22D is a second diagram illustrating a race result screen. [Figure 23] FIG. 23 is a diagram for explaining the race according to this embodiment. [Figure 24] FIG. 24 is a diagram showing an example in which the ability parameters of the character to be trained exceed the common base value. [Figure 25] FIG. 25 is a diagram showing an example of a character moving through the second section at the highest target speed. [Figure 26] FIG. 26 is a diagram illustrating the general flow of the turn start processing. [Figure 27] FIG. 27 is a diagram for explaining the allocation ratio to the training items. [Figure 28] Fig. 28A is a diagram for explaining training levels, Fig. 28B is a diagram for explaining fixed increase values (speed), and Fig. 28C is a diagram for explaining fixed increase value tables (power). [Figure 29] Fig. 29A is a diagram illustrating the breeding completion screen, Fig. 29B is a second diagram illustrating the breeding completion screen, and Fig. 29C is a third diagram illustrating the breeding completion screen. [Figure 30] FIG. 30 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 31] FIG. 31 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 32] FIG. 32 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 33] FIG. 33 is a flowchart illustrating the character strengthening process in the player terminal. [Figure 34] FIG. 34 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 35] FIG. 35 is a flowchart illustrating the preparation stage processing in the server. [Figure 36] FIG. 36 is a flowchart illustrating the development stage processing in the server. [Figure 37]FIG. 37 is a flowchart illustrating the turn start process in the server. [Figure 38] FIG. 38 is a flowchart illustrating the development stage processing in the player terminal. [Figure 39] FIG. 39 is a flowchart illustrating the skill screen display process in the player terminal. [Figure 40] FIG. 40 is a flowchart illustrating the selection command reception process in the server. [Figure 41] FIG. 41 is a flowchart illustrating the race execution process in the server. [Figure 42] FIG. 42 is a flowchart illustrating the result information receiving process at the player terminal. [Figure 43] FIG. 43 is a flowchart illustrating the training game pre-end processing at the player terminal. [Figure 44] FIG. 44 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of 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 designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0019] (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 that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.
[0020] 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 each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0021] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0022] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0023] 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.
[0024] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating 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.
[0025] 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.
[0026] 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, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0027] The CPU 10 runs 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 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.
[0028] 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.
[0029] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) 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.
[0030] 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.
[0031] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. 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 which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0033] (Game content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.
[0034] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.
[0035] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.
[0036] 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 on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.
[0037] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0038] 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 train characters to have stronger status in the training game.
[0039] 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. On the story screen, the player can select and view a character and a story image.
[0040] 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. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.
[0041] 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 character cards or support cards.
[0042] 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 the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).
[0043] 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 multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0044] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.
[0045] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0046] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0047] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0048] 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.
[0049] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their 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.
[0050] 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 the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. 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.
[0051] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.
[0052] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0053] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.
[0054] 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.
[0055] In this embodiment, various time-limited events are held irregularly. During the period when 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, for example, exchange specific event points, which are provided only during the specific event, for various rewards.
[0056] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.
[0057] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and can use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.
[0058] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as a character to be trained).
[0059] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.
[0060] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and specific character registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate. <Preparatory processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used 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 preparation stage processing will assist in the training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character. <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, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0061] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0062] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0063] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0064] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0065] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0066] Specifically, a common base value is set in advance 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 for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0067] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values for all five ability parameters will be "1400."
[0068] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".
[0069] Here, the initial upper limit value is derived by adding the initial additional 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 additional value of the scenario initial additional value data.
[0070] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.
[0071] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20."
[0072] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.
[0073] In this way, the upper limit of the ability parameters varies 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. <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.
[0074] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the development target character selection screen 150.
[0075] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0076] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of 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 for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values for speed, power, and tenacity are identifiable relative to the initial upper limit values for stamina and intelligence. Here, as an identifiable display, initial upper limit values that exceed the common base value are flashed or displayed in a different color.
[0078] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0079] In this embodiment, initial ability parameter values are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include 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.
[0080] The initial value of each character's ability parameters increases 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 that 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 value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.
[0082] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.
[0083] FIG. 7B is a diagram illustrating an 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. Note that, for the initial values of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. 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 unit 152b.
[0084] In this embodiment, initial values of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.
[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 race will be.
[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 also change in the main training game. In the main training 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 character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.
[0088] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. The activation of skills gives each character an advantage in the race.
[0089] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple 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 certain conditions, 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 simply possessed; 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] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed 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, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0092] Specifically, on 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. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for 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 once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.
[0094] In Figure 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. Note that 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 may be 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 enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26. 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, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.
[0096] 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.
[0097] 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 selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.
[0098] 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 the items required to increase the awakening level, and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.
[0099] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.
[0100] 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, Awakening Skills function as acquireable skills.
[0101] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.
[0102] Although a detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, 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 possessed skills, which will be described later, can be increased by consuming items.
[0103] 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 items. 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.
[0104] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C, and a dedicated event display field 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 a character appearing in the training game is displayed, or the value of an ability parameter changes.
[0105] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0106] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0107] 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 ends, and the development target character selection screen 150 is displayed on the display 26.
[0108] 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 about the character selected on the training target character selection screen 150 on the training information display screen.
[0109] The objective of the training game is to create 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 consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.
[0110] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0111] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.
[0112] 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 acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater 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 first-place character, the greater the correction value.
[0113] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress of 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.
[0114] 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 to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as the 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.
[0115] 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 high-difficulty race (for example, a GI race) within a predetermined range of turns. In this way, multiple 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.
[0116] Therefore, if the character being 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 being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0117] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.
[0118] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.
[0119] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0120] 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 scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.
[0121] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training 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. <Registering a successor character> Fig. 9A is a first diagram illustrating inheritance character selection screen 170. Fig. 9B is a first diagram illustrating training character list screen 180. Fig. 9C is a second diagram illustrating inheritance character selection screen 170. Fig. 9D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0122] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own 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 their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.
[0123] 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 inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.
[0124] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a training character list screen 180 shown in FIG. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.
[0125] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.
[0126] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. 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 that is in a provisionally selected state is displayed in first inheritance character selection area 171a.
[0127] In this state, for example, when the second inherited 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 inherited character selection area 171b, as shown in Figure 9D.
[0128] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.
[0129] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.
[0130] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.
[0131] In this case, the characters that have a utility effect on the current character to be trained 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 trained, so a total of six characters to be trained provide utility to one character to be trained.
[0132] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.
[0133] 9D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.
[0134] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. 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 won by lottery.
[0135] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered 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 finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.
[0136] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple 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 multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.
[0137] The factor level is determined by lottery. In this case, after the factors to be acquired by the development 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 factor to be acquired and the factor level are determined at the same time.
[0138] The factor level is most effective at level 3 and least effective at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a 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.
[0139] 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.
[0140] FIG. 12A is a diagram explaining the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit value vary depending on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.
[0141] Therefore, if all six characters being trained, including two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value 21 x 6 characters).
[0142] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.
[0143] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose 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 whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.
[0144] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as activation probability), may differ among 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. Furthermore, 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%.
[0145] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 9C, one inheritance character that constitutes 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. Furthermore, the ability parameter display section 152a displays a value that includes the increase value for the first turn.
[0146] 9D, two inheritance characters that make up 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 for 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.
[0147] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are displayed in different colors.
[0148] 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. 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 the 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".
[0149] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character being 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 activations. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character being 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 activations.
[0150] 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 timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, 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 activation will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0151] Furthermore, 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 to activate a basic ability factor on a factor-by-factor basis, suppose that it is determined that the basic ability factor is to be 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 also increases.
[0152] On the other hand, when determining whether 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 value 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 value may increase. 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 upper limit value increase according to the factor level.
[0153] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value that increases due to the basic ability factors has been added. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.
[0154] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.
[0155] Aptitude factors also have activation timing and conditions, and whether or not they will activate is determined for each aptitude factor on the same factor activation turn as basic ability factors. If an aptitude factor is activated, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0156] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and middle distance, respectively, the turf aptitude and short distance aptitude of the character to be trained will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0157] Also, for example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.
[0158] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.
[0159] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. For example, in turns 31 and 55, 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%. If the activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activating an aptitude factor can raise the value of the aptitude parameter up to S.
[0160] The aptitude parameter display section 152b on the inherited character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0161] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly 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 end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.
[0162] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.
[0163] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.
[0164] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If a race factor is determined to activate, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 31st and 55th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.
[0165] Character factors are factors 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, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.
[0166] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0167] FIG. 12B is a diagram explaining the effects 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 also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire skill hints, but the upper limit of ability parameters will not increase.
[0168] 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 a range of "3" to "6." The increase in the upper limit may be determined, for example, by lottery. In this case, the higher the factor level, the higher the increase may be set.
[0169] In this embodiment, the ability parameters whose upper limit values increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.
[0170] The skill factors shown in FIG. 11 are assigned 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 the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned 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 that skill factor is determined by lottery.
[0171] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that 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, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0172] 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 whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.
[0173] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0174] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.
[0175] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.
[0176] 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 trained and the first inheritance generation character to be trained in the first inheritance group. The second judgment target (No. 2) is the current character to be trained and the first inheritance generation character to be trained in the second inheritance group.
[0177] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).
[0178] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).
[0179] For each of the above-mentioned determination targets, it is determined whether or not a condition is met for each of a plurality of determination items. An example of the determination items is shown in Figure 13B. In this embodiment, the world view of the game is set such that characters that can be selected as characters to be trained are students, and each character trains at school.
[0180] As shown in Fig. 13B, each character is set in advance as a grade level, colleague, or friend. The determination items include, for example, whether the two or three characters to be determined are in the same grade, colleague, or friend. The determination items also include whether the character to be determined has a match in terms of its preferred running style, distance aptitude, and field aptitude.
[0181] 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.
[0182] For example, when determining compatibility, first, it is determined whether all of the criteria are met between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors 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.
[0183] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0184] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.
[0185] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0186] 9B, a display switch button 183 is provided on the training 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 training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters. <Support card registration> FIG. 14A is a first diagram illustrating the 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 at the bottom of the support card organization screen 190.
[0187] 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 blank.
[0188] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0189] 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, the 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 the 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.
[0190] 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, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping 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.
[0191] FIG. 15A is a diagram illustrating 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 specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.
[0192] In this embodiment, a rarity is set for each support card. There are three levels of rarity: 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 a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.
[0193] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.
[0194] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0195] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.
[0196] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various stats in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0197] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has 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, as described below, when a hint event occurs during the training main game.
[0198] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during the execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0199] 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 has been set in advance.
[0200] The support events may include hint events and ability events. The hint events 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 ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game.
[0201] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameters. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0202] 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.
[0203] 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. Also, as shown in Fig. 14C, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.
[0204] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0205] Here, a preset is reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.
[0206] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by 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 on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.
[0207] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26. <Registering specific characters> As shown in Figure 4, once the scenario, character to be trained, successor character, and support card are registered, the specific character is then registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.
[0208] As described above, when the character to be trained, the successor character, the support character (support card), and the specific character are stored, the preparation stage processing ends. <Growth stage treatment> When the preparatory stage processing is completed, the training stage processing begins. The training stage processing progresses the training main game, in which the character to be trained can be trained. To facilitate understanding, the basic flow of the training main game will be explained below.
[0209] FIG. 17 is a diagram illustrating the options available in each turn. Note that the options available in each turn differ depending on the type of character being trained. However, the options available in each turn may be the same regardless of the type of character being trained. As shown in FIG. 17, the training main game is made up of turns 1 to 78. Various parameters are updated depending on the options selected by the player in each turn.
[0210] 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. A "stamina" parameter is provided for the character to be trained. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina."
[0211] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it 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 through training.
[0212] 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 each 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 also displays the skill points possessed by the character to be trained as a numerical value.
[0213] 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. The current number of turns is displayed at the top left of the top screen 210.
[0214] Furthermore, the player can select one of the following items in each turn: a rest operation section 215, a training operation section 216, an outing operation section 218, and a race operation section 219.
[0215] 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 (second game) to be performed by the character to be trained by operating the training operation unit 216.
[0216] Furthermore, 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. Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 219.
[0217] When the character to be trained takes a rest, trains, goes out, or enters a race, the current turn ends and the next turn begins.
[0218] In this embodiment, a race-limited turn is set for each character, during which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected. During the race-limited turn, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed in gray, and operations by the player cannot be accepted.
[0219] Therefore, in the race-limited turns, the player must operate the race operation unit 219 to enter the character to be trained in a race. Although a detailed explanation will be omitted, as shown in FIG. 17, turns 74, 76, and 78 are set as race-limited turns common to all characters. In these three turns, the player must enter the character to be trained in a special race.
[0220] Furthermore, 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.
[0221] Fig. 19A is a first diagram illustrating training screen 220. Fig. 19B is a second diagram illustrating training screen 220. When training operation section 216 on top screen 210 is operated, training screen 220 is displayed on display 26.
[0222] 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 willpower operation section 224, and a wisdom operation section 225 are displayed.
[0223] When the player operates one of the operation units 221-225, the training item corresponding to the operation unit 221-225 to which the operation input was made becomes provisionally selected. At this time, the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. FIG. 19A shows that the power operation unit 223 is provisionally selected. Also, FIG. 19B shows that the stamina operation unit 222 is provisionally selected.
[0224] 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, guts operation unit 224, or intelligence operation unit 225, stamina, power, guts, and intelligence training are executed, respectively.
[0225] Additionally, each operation unit 221 to 225 also displays the training level for each training item. 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.
[0226] Furthermore, the operation units 221 to 225 in the provisionally selected state display a failure rate display unit 226. The failure rate 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.
[0227] Additionally, the status display unit 213 displays the increase in ability parameters when the training corresponding to the provisionally selected operation units 221 to 225 is successful. In the example shown in FIG. 19A, the power operation unit 223 is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213. Additionally, in the example shown in FIG. 19B, the stamina operation unit 222 is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display unit 213.
[0228] Furthermore, when a training session is successfully completed, a predetermined event may occur. In this case, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training session in which the predetermined event occurs. The event notification display 227 may be displayed in different ways depending on the type of event.
[0229] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The characters placed in the training items include the support characters, specific characters, other team member or sub-member characters, 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 it in a training item and the training item to be placed in it are determined by lottery.
[0230] 19B, a placed character icon 228 corresponding to a character placed in training (hereinafter referred to as a placed character) is displayed for each of the temporarily selected operation units 221 to 225 in the upper right portion of the training screen 220. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 227 is displayed on the corresponding placed character icon 228.
[0231] Furthermore, if the training linked to the placed character is successful, the parameter increase value of the character to be trained will be higher than if the training not linked to any placed character is successful. Note that, hereinafter, training in which characters are placed will be referred to as joint training.
[0232] In addition, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.
[0233] 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 event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event 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.
[0234] Each support card (support character) is associated with one of five training categories: speed, stamina, power, tenacity, and intelligence. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.
[0235] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training for that support character, a friendship training event is set for that training item. Then, when a training item for which a friendship training event 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.
[0236] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.
[0237] As described above, in this embodiment, the conditions for setting a friendship training state in which the support character's bond parameter is greater than or equal to a predetermined value and the support character is placed in a pre-set training item are set as conditions for setting a friendship training state in which the support character can occur.
[0238] 19C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation units 221 to 225 in the provisionally selected state, the training corresponding to operation unit 221 to 225 to which the operation input was made is executed. Once 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.
[0239] Although not shown in the figures, when normal joint training is carried out, 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.
[0240] Additionally, if a training session in which the friendship training status is set to occur 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 meets the setting conditions for the friendship training status to occur.
[0241] 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 where 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.
[0242] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.
[0243] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.
[0244] Although not shown in the figure, an effect is superimposed on the placed character icon 228 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be 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 event can be set for that item.
[0245] Furthermore, on the training result notification 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.
[0246] 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 stamina display section 211 is updated according to the training item that was performed. When the training of speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when the training of wisdom is successful, stamina is restored.
[0247] Furthermore, if training fails, a predetermined penalty is imposed. 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 imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.
[0248] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.
[0249] 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. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.
[0250] For example, when the first or second hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a specific ability. Each skill has its own activation conditions and effects, 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.
[0251] Events include first and second hint events that provide skill hints, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase condition, and events that decrease condition. As will be described in more detail later, events include events whose occurrence turn is predetermined and events that occur 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 of the events that have occurred have ended, the top screen 210 for the next turn is displayed.
[0252] FIG. 20A is a first diagram illustrating an inheritance event. FIG. 20B is a second diagram illustrating an inheritance event. FIG. 20C is a third diagram illustrating an inheritance event. FIG. 20D is a fourth diagram illustrating an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and will always occur on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 31st turn.
[0253] When the 31st turn begins, first, as shown in FIG. 20A, the character to be trained and an operation section marked "Touch" are displayed on the event screen 220b. When the operation section displayed on the event screen 220b is tapped, an animated image including the character to be trained and two inherited characters is displayed, as shown in FIG. 20B. Furthermore, when the operation section is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters to be trained, including the first and second inherited generations.
[0254] Then, as shown in Figure 20C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 20D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 18A is displayed, allowing the player to select one of the options. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.
[0255] 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 unit 217 on 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 unit 214. As described above, the skill point display unit 214 displays the current skill points possessed by the character to be trained (player).
[0256] 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 columns 232 display acquired skills, skills preset for the character to be trained, skills acquired as a result of various events occurring, 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 in the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.
[0257] The skill display area 231 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. 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 "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 232. In addition, the player can cancel the selection state of the skill displayed in the skill display field 232 by operating the operation section marked "-".
[0258] If a first or second hint event occurs for a possessed skill, the skill points consumed to acquire that possessed skill are discounted. Also, if the character's hint level has been strengthened before the start of the training game, the skill points consumed to acquire the possessed skill are also 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 field 232.
[0259] Furthermore, on the skill screen 230, skill display fields 232 corresponding to skills that can be acquired and skill display fields 232 corresponding to skills that cannot be acquired are distinguishably displayed. 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 labeled "Acquired" is displayed in the skill display fields 232 corresponding to acquired skills.
[0260] In addition, below the skill display area 231, there are provided a decision operation section 235a, a reset operation section 235b, and a return operation section 235c. 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.
[0261] For example, assume that in the state shown in FIG. 21A, a skill corresponding to the skill display field 232 displayed in the top row of the skill display area 231 is acquired. In this case, as the skill is acquired, the skill screen 230 is updated as shown in FIG. 21B. Here, the skill display field 232 displayed in the top row 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.
[0262] 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.
[0263] 22A is a first diagram illustrating the 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. 22A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).
[0264] 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 using the race selection operation section 241 on the race selection screen 240 are set in advance for each turn.
[0265] Furthermore, 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 specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 241, as shown in FIG. 22A, and a notification is given that the race cannot be selected. Furthermore, 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.
[0266] FIG. 22B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated after the race event in which the player will participate has been selected using the race selection operation unit 241, the race start screen 250 shown in FIG. 22B 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.
[0267] 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.
[0268] FIG. 23 is a diagram for explaining a race according to this embodiment. In the race (first game), a character owned by the player (here, a character to be trained) competes against an NPC, and a process is performed to determine the ranking. Hereinafter, characters used in the race will also be referred to as objects. In FIG. 23, P1, P2, P3, and P4 indicate parameters within the game. In this embodiment, P1, P2, P3, and P4 indicate positions or distances in the virtual space within the game. However, without being limited to this, P1, P2, P3, and P4 may also indicate time in the virtual space within the game.
[0269] At the start of the race, the character to be trained and the NPC are controlled to be placed at a start position (first position) P1 in the virtual space. After the character to be trained and the NPC are placed at the start position, a start signal is generated at a predetermined timing, and the character to be trained and the NPC are controlled to start moving all at once from the start position P1 toward the goal position (second position) P2.
[0270] At this time, the movement of each of the characters to be trained and the NPCs is controlled independently and individually from the start position P1 to the goal position P2. The ranking of the characters to be trained and the NPCs is determined in the order in which they reach the goal position P2. In this way, in a race, a process is performed in which multiple characters (objects) are moved from the start position (first position) to the goal position (second position) and the ranking of the multiple characters is determined.
[0271] As shown in Figure 23, a race includes multiple sections. In this embodiment, the race includes an early section SE1, a middle section (first section) SE2, and a final section SE3. A predetermined first intermediate position P3 and a predetermined second intermediate position P4 are set between the start position P1 and the finish position P2. The first intermediate position P3 is located closer to the start position P1 than the second intermediate position P4, and the second intermediate position P4 is located closer to the finish position P2 than the first intermediate position P3.
[0272] The early section SE1 is the section from the start position P1 to the first intermediate position P3, the middle section SE2 is the section from the first intermediate position P3 to the second intermediate position P4, and the final section SE3 is the section from the second intermediate position P4 to the goal position P2.
[0273] Here, the opening section SE1, the middle section SE2, and the end section SE3 each include a plurality of phases. In this embodiment, the plurality of phases are, for example, divided sections obtained by dividing the section from the start position P1 to the goal position P2 at regular intervals. These divided phases are broadly divided into three sections: the opening section SE1, the middle section SE2, and the end section SE3. Control of the character movement speed executed in the opening section SE1, the middle section SE2, and the end section SE3 is performed for each phase within the opening section SE1, the middle section SE2, and the end section SE3. The coefficients used in the calculation formulas and calculations of the character movement speed executed for each phase are set to be different for the opening section SE1, the middle section SE2, and the end section SE3.
[0274] In this embodiment, the sections included in the race are described as positional sections, but this is not limited thereto, and the sections included in the race may also be time sections. For example, the section in which the leading character moves within one minute of the start of the race may be the early section SE1, the section in which the leading character moves between one and two minutes may be the middle section SE2, and the section from two minutes to the end of the race may be the final section SE3.
[0275] In the early section SE1, the acceleration and speed of the characters are controlled to increase from 0, and the movement speed of each character is controlled to reach the reference target speed set for each character in the early section SE1. In this embodiment, the early section SE1 in which the acceleration and speed of the characters increase from 0 is also called the "start dash section."
[0276] In the middle section SE2, the movement speed of each character is controlled so that it reaches the standard target speed set for each character in the middle section SE2. In the middle section SE2, the movement speed of each character is controlled mainly to maintain the standard target speed, and the formation of each character during the race is maintained. The middle section SE2 in which the formation of each character is maintained is also referred to as the "first section."
[0277] In the final section SE3, a maximum target speed higher than the reference target speeds set in the early section SE1 and the middle section SE2 is set for each character, and the movement speed of each character is controlled to reach this maximum target speed. In this final section SE3, as will be described in detail later, each character accelerates depending on conditions and transitions to a state known as a "final sprint" in which they move at their maximum target speed. In this embodiment, the state in which a character starts accelerating in the final section SE3, reaches their maximum target speed, and reaches the goal position P2 while maintaining their maximum target speed is referred to as a "final sprint." By transitioning to a state known as a "final sprint," the character's movement speed is controlled to move toward the goal position P2 at the highest speed during the race. This specific section within the final section SE3 in which each character's movement is controlled in a "final sprint" depending on conditions is also referred to as a "second section."
[0278] In this way, the movement speed of each character in a race is controlled based on the standard target speed or maximum target speed set for each section. Note that the ability parameters (speed, stamina, power, tenacity, and intelligence) associated with each character are used to control the movement speed of each character during the race.
[0279] Specifically, "speed" is used to calculate the maximum target speed in the final section SE3. However, "speed" may be used to calculate the standard target speed for each section, not just the final section SE3. Also, "stamina" is used to calculate the total amount of endurance, which is a parameter calculated from each character's stamina for the entire race. Each character's endurance decreases when the character moves at a movement speed greater than 0. Also, each character's endurance decreases more greatly when the character accelerates and their movement speed increases. Also, "stamina" may be used to calculate the decrease in each character's endurance.
[0280] Furthermore, "power" (second parameter) is used to calculate the base acceleration, which is the base acceleration of each character throughout the entire race. However, "power" may also be used to calculate the activation rate of each character's skill. Furthermore, "guts" is used to calculate the degree of endurance consumption during the race and the maximum target speed in the final section SE3. However, "guts" may also be used to calculate the total amount of endurance of each character. Furthermore, "intelligence" is used to calculate the activation rate of each character's skill and the movement speed of each character during the race. However, "intelligence" may also be used to calculate the endurance and acceleration of each character.
[0281] The reference target speed is set based on the race distance and the strategy (chasing, overtaking, leading, or breaking away) described in Fig. 22B. Specifically, the reference target speed is set to be smaller as the race distance becomes longer, and is set to be larger as the race distance becomes shorter.
[0282] Furthermore, the reference target speed is multiplied by a leg type coefficient according to the strategy (close pursuit, overtaking, leading, breakaway), and is set to a different speed depending on the strategy of each character. This leg type coefficient is set to a different value for each strategy (close pursuit, overtaking, leading, breakaway), and is set to a different value for the opening section SE1, the middle section SE2, and the closing section SE3. In other words, the leg type coefficient for the opening section SE1 is set to a different value for each strategy (close pursuit, overtaking, leading, breakaway), the leg type coefficient for the middle section SE2 is set to a different value for each strategy (close pursuit, overtaking, leading, breakaway), and the leg type coefficient for the closing section SE3 is set to a different value for each strategy (close pursuit, overtaking, leading, breakaway). The larger the leg type coefficient, the faster the character's movement speed.
[0283] Specifically, in the early section SE1, the leg type coefficient of a character set with a "breakaway" strategy is set to a value greater than the leg type coefficients of characters set with a "closer," "sprinter," or "leader" strategy. For example, the leg type coefficients of characters set in the early section SE1 are set to increase in the following order: "closer" < "sprinter" < "leader" < "breakaway." On the other hand, in the late section SE3, the leg type coefficients of characters set with a "breakaway" strategy are set to values less than the leg type coefficients of characters set with a "closer," "sprinter," or "leader" strategy. For example, the leg type coefficients of characters set with a "breakaway" strategy are set to values greater in the following order: "breakaway" < "leader" < "sprinter" < "closer." Therefore, assuming that each ability parameter is the same, the movement speed of a character set with a "breakaway" strategy will be faster in the early section SE1, and the movement speed of a character set with a "closer" strategy will be faster in the late section SE3.
[0284] Furthermore, in the opening section SE1, the middle section SE2, and the closing section SE3, the standard target speed and maximum target speed of each character are controlled to fluctuate randomly based on the "intelligence" of the character's ability parameter. Specifically, the higher the "intelligence" value, the smaller the fluctuation range of the standard target speed.
[0285] Furthermore, in the opening section SE1, the middle section SE2, and the closing section SE3, the base acceleration of each character is controlled based on the "power" of that character's ability parameter. Specifically, the larger the "power" value, the larger the base acceleration is controlled, and the smaller the "power" value, the smaller the base acceleration is controlled.
[0286] Furthermore, in the middle section SE2, a section called the "first section" is set, in which the formation of characters during the race is maintained, as described above. In this embodiment, the "first section" is the middle section SE2. However, without being limited to this, the "first section" may be part of the middle section SE2. Furthermore, the "first section" may include the early section SE1, and for example, part of the early section SE1 and the middle section SE2 may be the "first section."
[0287] Specifically, the opening section SE1 includes a "start dash section" in which each character accelerates until they reach a reference target speed. The "first section" is a section set after the "start dash section." Therefore, if the "start dash section" is set as part of the opening section SE1, another part of the opening section SE1 and the middle section SE2 are set as the "first section."
[0288] In this "first section," the speed of each character is basically controlled to maintain a roughly constant speed based on the reference target speed. However, in the "first section," the speed of a character may fluctuate under certain conditions. Specifically, in the "first section," the movement speed of each character may be controlled to increase or decrease based on the strategy (chasing, passing, leading, or breaking away) described in FIG. 22B and the ability parameters of each character.
[0289] Specifically, for example, in a race, if a character has been set with a "breakaway" strategy and there are other characters competing nearby, the character's movement speed is controlled to be faster than when there are no other characters competing nearby. This controls the movement speed of the character set with a "breakaway" strategy so that the character takes the lead over the other characters, maintains distance, and breaks away in first place.
[0290] On the other hand, the speed of a character set with a strategy of "chasing," "passing," or "leading" in a race is controlled so that the character maintains a distance (predetermined distance) that suits the character from the leading character. For example, when a character set with a strategy of "chasing," "passing," or "leading" is away from the leading character by less than the predetermined distance, the character's movement speed is controlled to decrease so that the character moves away from the leading character by the predetermined distance.
[0291] Also, in the "first section," the state of each character may transition from a normal state to a hooked state called "hook" (hereinafter simply referred to as hooked state) based on the "intelligence" of each character's ability parameter.
[0292] Specifically, the higher the "intelligence" value of each character, the more difficult it is to transition from the normal state to the hooked state, and the lower the "intelligence" value, the easier it is to transition from the normal state to the hooked state. In this "first section," a lottery is held for each phase to determine whether or not to transition from the normal state to the hooked state. If the lottery is won, a process to transition from the normal state to the hooked state is carried out, and if the lottery is lost, a process to maintain the normal state is carried out. The higher the "intelligence" value of the character, the more difficult it is to win this lottery, and the more difficult it is to transition from the normal state to the hooked state. In this way, in the "first section," the activation rate of transitioning from the normal state to the hooked state is controlled according to "intelligence."
[0293] When each character transitions from the normal state to the hooked state, the reference target speed is set to be higher than in the normal state, and the character is controlled to increase its movement speed and move forward more than necessary. Accordingly, when each character transitions from the normal state to the hooked state, the character consumes more stamina than necessary by the amount of increase in movement speed. After a character transitions from the normal state to the hooked state, a random lottery is held to determine whether or not to transition from the hooked state to the normal state. If the random lottery is won, processing is carried out to transition from the hooked state to the normal state, and if the random lottery is lost, processing is carried out to maintain the hooked state.
[0294] As described above, a common base value of "1200" is set for each ability parameter of each character. Also, as described above, an upper limit value is set for each ability parameter, and this upper limit value may be set to a value that exceeds the common base value. Therefore, if the upper limit value exceeds the common base value, each ability parameter of the character to be trained may have a value that exceeds the common base value of "1200."
[0295] 24 is a diagram showing an example in which the ability parameters of a character to be trained exceed the common base value. As shown in Fig. 24, ability parameter values that exceed the common base value are identifiable and displayed in the status display section 213. For example, in the example shown in Fig. 24, the values of "speed" and "power" exceed the common base value of "1200."
[0296] Therefore, in the status display section 213 shown in Fig. 24, the values of "speed" and "power" are displayed in a distinctive manner in relation to the values of guts, stamina, and intelligence. Here, values that exceed the common base value are displayed in a flashing manner or in a different color as a distinctive display. In this way, a process is performed in which the change in each ability parameter is indicated in a different manner depending on whether the change in each ability parameter is within a range below the common base value (below a predetermined value) or a range above the common base value (above a predetermined value).
[0297] 19C, when training is successful, an effect screen is displayed, and icons indicating the increase in each ability parameter are displayed on the effect screen. If the training is successful and the increase in each ability parameter exceeds the common base value, the icons indicating the increase in the ability parameter that exceeds the common base value are displayed in a distinctive manner relative to the icons indicating the increase in the ability parameter that does not exceed the common base value. In this way, even when training is successful, processing is performed to indicate the change in each ability parameter in different display modes depending on whether the change in each ability parameter is within a range below the common base value (below a predetermined value) or a range above the common base value (exceeding the predetermined value).
[0298] Here, in this embodiment, a system is configured in which, if the value of the "power" ability parameter of each character exceeds the common base value of "1200", special points (first parameter) are awarded when certain conditions are met during the race.
[0299] The specified conditions for awarding special points include the "power" value being greater than the common base value of "1200," the character being located in the "first section," and not being in a specific state where the character's movement speed changes.
[0300] The specific state in which the movement speed of a character changes is, for example, a state in which the reference target speed is increased or decreased based on the value of the "intelligence" described above. The specific state is also a state in which a character set with a strategy of "escape" increases its speed in order to take the lead over other characters. The specific state is also a state in which a character set with a strategy of "pursuit," "pass," or "lead" decreases its movement speed so as to move a predetermined distance away from the leading character when the distance between the character and the leading character becomes less than a predetermined distance. The specific state is also the aforementioned hooked state.
[0301] In this embodiment, an example will be described in which special points are awarded when the character's movement speed is not in a specific state where it changes. However, this is not limited to this, and special points may be awarded, for example, when the character's movement speed decreases, not when it increases. In other words, the predetermined conditions for awarding special points may be that the "power" value exceeds the common base value of "1200," that the character is located in the "first section," that the character is not in a specific state where the character's movement speed increases, or that the character's movement speed is decreasing.
[0302] When a predetermined condition is met, special points are added by a predetermined amount every predetermined time. For example, special points are added by X points every second. In this embodiment, the predetermined amount added as special points is set differently depending on the strategy (chasing, overtaking, leading, or breaking away).
[0303] Specifically, the predetermined amount added as special points is multiplied by a leg style coefficient according to the strategy (chasing, overtaking, leading, or breaking away). The leg style coefficient increases in the following order: breakaway < leading < overtaking < chasing. Therefore, the predetermined amount added as special points per second increases in the following order: breakaway < leading < overtaking < chasing.
[0304] In this embodiment, an example will be described in which special points are added when a predetermined condition is met, but this is not limiting, and special points may be subtracted from an initial value or from an accumulated value accumulated by addition when a predetermined condition is met. In either case, it is sufficient that a process is executed to change the special points so that they increase or decrease when a predetermined condition is met.
[0305] In the final section SE3, a maximum target speed greater than the reference target speeds set in the initial section SE1 and the middle section SE2 is set for each character, and the acceleration and speed of each character are controlled so that the maximum target speed is reached.
[0306] The maximum target speed is set based on the race distance, strategy (chasing, overtaking, leading, or breaking away), and the ability parameters of each character. Specifically, as described above, the maximum target speed in the final section SE3 is calculated by adding a correction value for "speed" and a correction value for "tenacity" to the reference target speed derived based on the leg type coefficient corresponding to the race distance and strategy (chasing, overtaking, leading, or breaking away), as well as the correction value for "speed." Therefore, the maximum target speed increases the greater the character's "speed" value and the greater the character's "tenacity" value.
[0307] The character's "speed" value is used only in the final section SE3, and is not used in the initial section SE1 or the middle section SE2. Therefore, the maximum target speed in the final section SE3 is greater than the reference target speed in the initial section SE1 or the middle section SE2.
[0308] In the final section SE3, the character accelerates to reach the maximum target speed, and the movement time and movement section (movement distance) of the character moving at that maximum target speed vary depending on the character's remaining stamina. The more remaining stamina the character has, the longer the movement time and movement section of the character moving at that maximum target speed in the final section SE3.
[0309] In the final section SE3, the character accelerates to reach the maximum target speed, and the specific section in which the character moves at this maximum target speed is called the "second section." When each character reaches the second intermediate position P4 (final section SE3), a determination is made as to whether or not the character has a predetermined amount of remaining stamina or not. If the character's remaining stamina is equal to or greater than the predetermined amount at the second intermediate position P4, the character accelerates to reach the maximum target speed, and the movement speed is controlled so that the character moves at this maximum target speed. In this case, the starting position of the "second section" for a character whose remaining stamina is equal to or greater than the predetermined amount is the second intermediate position P4.
[0310] In this embodiment, the end position of the "second section" is the goal position P2. However, the end position of the "second section" is not limited to this, and may be a position a predetermined distance before the goal position P2.
[0311] The length of this "Second Section" changes depending on the distance of the race. For example, the shorter the race distance, the shorter the final section SE3, and therefore the shorter the length of the "Second Section."
[0312] On the other hand, if a character's remaining stamina is less than a predetermined amount when the character reaches the second intermediate position P4 (final section SE3), the character's movement speed is controlled so that the character moves at a reference target speed that is slower than the maximum target speed. In this case, the start position of the "second section" is determined according to the character's remaining stamina. In this case, the start position of the "second section" is determined to be somewhere between the second intermediate position P4 and the goal position P2, and the lower the remaining stamina, the closer the character is to the goal position P2.
[0313] If a character's remaining endurance is less than a predetermined amount when it reaches the second intermediate position P4 (final section SE3), the character's movement speed is controlled so that the character moves at a standard target speed until the character reaches the start position of the "second section" determined to be closer to the goal position P2 than the second intermediate position P4. On the other hand, once the character reaches the start position of the "second section," the character's movement speed is controlled so that the character accelerates from the standard target speed to reach a maximum target speed, and moves at that maximum target speed. In this way, the start position of the "second section" is determined based on the remaining endurance of each character.
[0314] In addition, if a character's remaining endurance is less than a minimum amount that is smaller than a predetermined amount when it reaches the second intermediate position P4 (final section SE3), the character's movement speed is controlled so that the character moves through the final section SE3 at the standard target speed without being provided with a ``second section.''
[0315] In this embodiment, in the "second section," a process is performed to change the movement speed of each character based on the special points possessed by each character. Specifically, as described above, special points are granted to characters whose "power" value exceeds the common base value of "1200." Therefore, characters with special points have "power" values that exceed the common base value of "1200."
[0316] In this embodiment, the base acceleration, which is the character's base acceleration, is corrected based on a "power" value exceeding "1200," i.e., the difference between the "power" value and "1200." For example, if the "power" value of a character with special points is "1500," a correction value is added to the base acceleration based on the difference value of "1500" - "1200" = "300." This correction value varies depending on the magnitude of the difference value, becoming larger as the difference value increases and becoming smaller as the difference value decreases. Hereinafter, the acceleration increased from the base acceleration by adding the correction value to the base acceleration is referred to as the "corrected acceleration." Correcting the base acceleration to the corrected acceleration allows the character's speed to reach the maximum target speed more quickly. As a result, it is possible to extend the time the character spends traveling through the "second section" at the maximum target speed.
[0317] Furthermore, in this embodiment, the correction time (hereinafter also referred to as the effect activation time) for correcting the base acceleration to the corrected acceleration is changed based on the amount of special points possessed. The more special points possessed, the longer the effect activation time. Therefore, the more special points possessed, the longer the time for correcting the base acceleration to the corrected acceleration, allowing the character's speed to reach the maximum target speed more quickly. In this way, since the effect activation time of the corrected acceleration changes based on the amount of special points possessed, it can be said that the character's movement speed in the "second section" is changed and determined based on the special points.
[0318] If the character fails to reach the maximum target speed when accelerated at the corrected acceleration for the duration of the effect, the character's acceleration is reduced from the corrected acceleration to the base acceleration once the duration of the effect has elapsed.
[0319] If the amount of special points owned is 0, the effect activation time is also 0. Therefore, for a character who does not have special points (i.e., the amount of special points owned is 0), even if the "power" value exceeds "1200", the effect activation time is 0, so the base acceleration is not corrected to the corrected acceleration.
[0320] As described above, in this embodiment, characters who fulfill a predetermined condition in the "first section" are granted and accumulate special points. In addition, characters who have special points undergo a process in the "second section" where their base acceleration is corrected to a corrected acceleration by the duration of the effect.
[0321] In this embodiment, the base acceleration in the "second section" is corrected to the corrected acceleration based on the character's "power" value. Furthermore, the effect activation time for correcting the base acceleration to the corrected acceleration is changed based on the amount of special points possessed. Therefore, it can be said that the character's acceleration in the "second section" is changed and determined based on the character's "power" value and special points.
[0322] In this way, a character with special points in the "second section" has a higher acceleration value than a character without special points, allowing the character's speed to reach the maximum target speed more quickly. Therefore, a character with special points in the "second section" can move at the maximum target speed for a longer period of time than a character without special points. As a result, it becomes possible for a player to diversify the parameters they prioritize when acquiring parameters when developing their character, thereby increasing the enjoyment of the game.
[0323] Fig. 25 is a diagram showing an example of a character moving at the highest target speed in the second section. As shown in Fig. 25, a race screen 270 is displayed on the display 26, and a character 272 moving in the second section is displayed on the race screen 270.
[0324] Additionally, on the race screen 270, an icon image 274 of the character 272 is displayed at the bottom left of the character 272. When the character is in the "final sprint" effect activation time in which the character accelerates at a corrected acceleration, a sparkling effect 276 is generated around the icon image 274, and the words "Enough Adaptation" are displayed above the icon image 274. In this way, the generation of the effect 276 around the icon image 274 and the display of the words above the icon image 274 allow the player to easily determine whether or not the character he or she owns is in the "final sprint" effect activation time in which the character accelerates at a corrected acceleration.
[0325] In this embodiment, when a character's "power" exceeds the common base value, a special effect is activated, such as granting the character special points or correcting the character's base acceleration to a corrected acceleration. However, this is not limited to this, and a special effect may be activated when each ability parameter other than the character's "power" exceeds the common base value. In this embodiment, as shown in FIG. 25 , special effect display sections 278a, 278b, 278c, 278d, and 278e are displayed below the icon image 274. When a special effect is activated by a character's ability parameter exceeding the common base value, the special effect display sections 278a, 278b, 278c, 278d, and 278e are displayed to indicate that the special effect has been activated. For example, the special effect display sections 278a, 278b, 278c, 278d, and 278e flash or change color when a special effect is activated. The player can determine whether or not a special effect is being activated by checking whether the special effect display portions 278a, 278b, 278c, 278d, and 278e are flashing or changing color.
[0326] FIG. 22C is a first diagram illustrating the race result screen 260. FIG. 22D is a second diagram illustrating the race result screen 260. When playback of the race video has finished, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 22C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 22D, the race result screen 260 displays the current class of the character to be trained.
[0327] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of fan numbers 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.
[0328] 26 is a diagram illustrating 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 turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.
[0329] 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 can occur during the training main game are predetermined.
[0330] 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.
[0331] 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 will only appear when the first scenario is selected, and will not appear when another scenario is selected.
[0332] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.
[0333] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.
[0334] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for characters that the player has registered as characters to be trained in the setting game, i.e., in the preparation stage processing.
[0335] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.
[0336] After the process of determining 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.
[0337] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.
[0338] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.
[0339] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.
[0340] 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 being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events change ability parameters or aptitude parameters in addition to displaying the story.
[0341] 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.
[0342] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining an exclusive event. Here, illustrations and descriptions of the process for determining a scenario event and the process for determining an exclusive event are omitted. The turn start processing includes the following processes shown in FIG. 26: "Process for determining whether a first event will occur," "Process for determining whether a character will be deployed and the training items to be deployed," "Process for setting a friendship training availability state," "Process for determining an ability parameter increase value," and "Process for setting a second event availability state." Note that various other processes are also executed in the turn start processing, but the processes shown in FIG. 26 will be described below in order. <Process to determine whether the first event has occurred> In the process of determining whether or not to cause a first event to occur, a first event to occur is determined by lottery from among the support events linked to all support cards provided by the administrator. At this time, the probability of winning a support event linked to a support card registered in a deck by a player in the preparation stage process is set to be high. <Process to determine whether to place a character and the training items to be placed> 27 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, training items are determined for all team members and story characters based on character identification information.
[0343] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs 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 whose placement is to be determined is set as a support character and also as a specific character.
[0344] According to the placement decision table for specific characters, the decision to not place the character in any training is set at 20%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and intelligence is set at 16%. This placement decision table for specific characters is used when the target character is not set as a support character but as a specific character.
[0345] According to the support character placement table, the probability of not placing the character in any training is 30%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 14%. This support character placement table is used when the target character is set as a support character and not as a specific character.
[0346] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a specific character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.
[0347] In this way, team members registered as support characters are more likely to be placed in training than team members not registered as support characters, and team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.
[0348] As described above, a special training is set for a support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 27 so that the selection probability of the special 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) that increases the placement probability for a predetermined training item. For support characters that are linked with such an effect, a change is made so that the placement probability for a predetermined training item is increased.
[0349] 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."
[0350] 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 characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, 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 may be excluded from the lottery, and the placement probabilities of other training items may be changed.
[0351] 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 the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.
[0352] Once 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. <Process to set the state in which friendship training can occur> Returning to FIG. 26, once the placement information is determined as described above, a friendship training state is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training state to occur are met for the extracted support character. As described above, here, the setting conditions for the friendship training state to occur are that the training item in which the support character is placed is a specialty training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.
[0353] The friendship training occurrence possibility information is then linked to support characters that meet the friendship training occurrence possibility state setting conditions. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the friendship training occurrence possibility state setting conditions are placed. This sets the friendship training occurrence possibility state. <Process to determine the increase value of 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.
[0354] 28A is a diagram illustrating a training level table. As shown in FIG. 28A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected three or less times, the training levels for speed, stamina, power, tenacity, and intelligence are set to "Level 1." If each training is selected four or more times but seven or fewer times, the training levels are set to "Level 2." If each training is selected eight or more times but eleven or fewer times, the training levels are set to "Level 3." If each training is selected twelve or more times but fifteen or fewer times, the training levels are set to "Level 4." If each training is selected sixteen or more times, the training levels are set to "Level 5."
[0355] Here, the case where the training level increases according to the number of times the training is selected has been described. However, the conditions for increasing the training level are not limited to this. For example, the training level may be increased or decreased by lottery. Alternatively, the training level may be changed according to the number of turns. The training level is not required.
[0356] 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.
[0357] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0358] Furthermore, stamina training is performed, and if successful, the values of the stamina and tenacity ability parameters increase.
[0359] Furthermore, power training is performed, and if successful, the values of the stamina and power ability parameters increase.
[0360] Furthermore, if guts training is performed and is successful, the values of the ability parameters of speed, power, and guts increase.
[0361] Additionally, wisdom training is performed, and if successful, the values of the speed and wisdom ability parameters increase.
[0362] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value, which will be described later, to a fixed increase value that is determined in accordance with the training item and training level performed.
[0363] Fig. 28B is a diagram illustrating a fixed increase value (speed) table. Fig. 28C is a diagram illustrating a fixed increase value table (power). That is, Fig. 28B shows fixed increase values when the training item is speed. Fig. 28C shows fixed increase values when the training item is power.
[0364] As shown in Figures 28B and 28C, the fixed increase value table stores fixed increase values that are determined in accordance with the training item and training level that has been performed. In this embodiment, as shown in Figures 28B and 28C, the ability parameter is set to increase more significantly as the training level increases.
[0365] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.
[0366] In addition, in this embodiment, many conditions for adding ability parameters are set. For example, an example of the conditions for adding is that a specific character or 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 trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.
[0367] 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. Furthermore, the friendship bonus addition rate is calculated for each character placed in the training item.
[0368] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate is 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters. <Process to set the second event occurrence state> Returning to Figure 26, a state in which a second event can occur is set for a support character placed in one of the training items. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.
[0369] 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. If a player selects a training item in which a support character is placed for which a second event can be set, the second event will occur after the training is completed.
[0370] It should be noted that a second event may be set to occur in each of multiple support characters arranged in one training item. In this case, when the training is performed, only one of the second events for which a possible occurrence state has been set may be executed. Alternatively, all of the second events for which a possible occurrence state has been set may be executed.
[0371] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. 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.
[0372] 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 about 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, etc.
[0373] Fig. 29A is a first diagram illustrating the training completion screen 330. Fig. 29B is a second diagram illustrating the training completion screen 330. Fig. 29C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in Fig. 29A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in Fig. 29B, the evaluation points are displayed.
[0374] 29C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a 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.
[0375] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 330. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0376] As described above, at the end of the training game, a training character is generated that is linked to the character to be trained, various parameters, and skills.
[0377] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0378] (Functional configuration of player terminal 1) 30 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0379] 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 Figure 30 are just examples, and the terminal-side game control program includes many other programs.
[0380] 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. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Therefore, all information related to a training character trained in a training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is referred to as player information. The player information is stored in the player information storage unit 750.
[0381] 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.
[0382] 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.
[0383] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, 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.
[0384] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.
[0385] 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.
[0386] (Functional configuration of server 1000) 31 is a diagram illustrating 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 starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0387] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 31 are just examples, and the server-side game control program includes many other programs.
[0388] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.
[0389] 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 termination processing unit 1102a.
[0390] 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 termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.
[0391] 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. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.
[0392] The training game execution unit 1101a executes all processing related to the training game.
[0393] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.
[0394] 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 they differ in the specific processing content and the range of player information they store. 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.
[0395] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0396] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 32 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).
[0397] 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 by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0398] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.
[0399] Furthermore, when the player performs a character strengthening operation to strengthen a character (character card) at the player terminal 1, the information setting processing section 700a performs a character strengthening process (P2).
[0400] FIG. 33 is a flowchart illustrating the character strengthening process in the player terminal 1. Here, the process related to the awakening level of the character strengthening process will be described, and the other processes will not be described. 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. Furthermore, 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.
[0401] 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. Furthermore, 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.
[0402] 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 to increase 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.
[0403] When the player terminal 1 receives the permission information (YES in P2-5), the information setting processing unit 700a executes an awakening level enhancement effect suggesting 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 possessed (P2-8).
[0404] 32, 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.
[0405] 34 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes training target character selection screen display processing (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 player's operation input.
[0406] Specifically, when a display switching operation for switching the screen display 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 on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on 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.
[0407] 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 execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.
[0408] 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. Furthermore, when a selection operation (operation of a 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 was performed as an inheritance character, and switches the display screen.
[0409] 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 .
[0410] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation on 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.
[0411] 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.
[0412] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0413] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0414] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-5). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.
[0415] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, 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, inherited character, and support card.
[0416] 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.
[0417] 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 temporarily stored preset reservation selection information. This ends the preparation stage completion process and starts the training main game.
[0418] 35 is a flowchart illustrating the preparation stage processing (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 owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).
[0419] 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). Note that 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.
[0420] 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 that player, that is, if the training character that the player himself / herself 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).
[0421] 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 representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).
[0422] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 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 possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0423] Furthermore, the training game executing unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and if 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 denial information (S6-14) and causes the player terminal 1 to receive it. If denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.
[0424] Returning to FIG. 32, when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this training stage processing, 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 processing (S7) based on information received from the player terminal 1.
[0425] The following describes the training stage processing (P7) executed in the player terminal 1 and the training stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the appropriate reverse order.
[0426] 36 is a flowchart illustrating 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 and presentation related to the current turn are completed.
[0427] 37 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). 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.
[0428] 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, or a first event, should occur in the current turn.
[0429] Furthermore, 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 these characters, based on the placement presence / absence table (FIG. 27). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the characters with the determined training items and stores them.
[0430] Next, the training game execution unit 1101a executes friendship training setting processing (S10-7). Here, the "process for setting a friendship training possible state" described with reference to FIG. 26 is executed. That is, the training game execution unit 1101a extracts support characters placed in any of the training items. Then, it is determined whether each of the extracted support characters meets the setting conditions for a friendship training possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for a friendship training possible state. In addition, friendship training occurrence information is also linked to training items in which support characters that meet the setting conditions for a friendship training possible state are placed.
[0431] 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. 26 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 a fixed increase value.
[0432] The training game execution unit 1101a also acquires the placement information of the placed characters and determines the added value. The training game execution unit 1101a also determines whether other addition conditions are met and determines the final increase value of the training item being processed based on the met addition conditions. The final increase value of the ability parameter is determined for each training item.
[0433] Although detailed description is omitted, the ability parameter determination process determines the amount of stamina loss or recovery when each training item is performed. Also, the training game execution unit 1101a calculates the failure rate of training for each training item based on the stamina of the character to be trained.
[0434] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-9). Here, the "process for setting the occurrence possible state of a second event" described with reference to Fig. 26 is executed. That is, the training game executing unit 1101a determines by lottery whether or not to execute a support event that is preset on a support card linked to a training item.
[0435] 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).
[0436] Returning to FIG. 36, after the turn start processing ends, 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 server 1000 causes the player terminal 1 to receive the updated skill information. Also, the server 1000 waits until it receives a selection command from the player terminal 1 (S7-4).
[0437] 38 is a flowchart illustrating 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 the 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 that the player can select based on the current number of turns.
[0438] 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, training screen 220, etc. 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 units corresponding to the training items set to a friendship training occurrence possible state, and on the training operation unit 216 on the top screen 210.
[0439] 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).
[0440] 39 is a flowchart illustrating 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).
[0441] 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). Furthermore, 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).
[0442] Furthermore, when a skill acquisition operation (tap on the decision operation unit 235a) to acquire one of the possessed skills is input (YES in P10-10), the training game execution unit 701a sends 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 execution 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.
[0443] 38, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until a turn end operation is input (NO at P7-6). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215, outing operation unit 218, speed operation unit 221, stamina operation unit 222, power operation unit 223, guts operation unit 224, intelligence operation unit 225, an operation to decide the race event, etc.
[0444] When a turn end operation is input (YES in P7-6), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-7). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-8).
[0445] Returning to FIG. 36, 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).
[0446] 40 is a flowchart illustrating the selection command reception process in the server 1000. When a selection command indicating an operation input from the outing operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs outing execution process (S20-2). Here, an outing event that increases the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.
[0447] When a selection command indicating an operation input of the rest operation unit 215 is received (YES in S20-3), the training game executing unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.
[0448] When a selection command indicating an operation input to start a race is received (YES in S20-5), the training game execution unit 1101a performs a race execution process (S21). Here, a race simulation is executed based on the parameters of the characters to be trained and NPCs participating in the race.
[0449] Fig. 41 is a flowchart illustrating the race execution process in the server 1000. As shown in Fig. 41, the training game executing unit 1101a determines whether or not it is the early section SE1 based on the character's position or the in-game time (S21-1).
[0450] If the race is in the early section SE1 (YES in S21-1), the training game execution unit 1101a controls the character's movement speed based on the race distance, the running style coefficient set for the early section SE1 according to the strategy (chasing, overtaking, leading, or breaking away), and the character's ability parameters (S21-2). As described above, the early section SE1 includes multiple phases, and the processing in S21-2 is executed in the order of the phases in the early section SE1, controlling the character's movement speed in each phase. Also, whether or not a character's skill is activated is determined for each phase. When a skill is activated or when the activation of a skill is canceled, the character's movement speed is corrected by the correction value of the activated skill. When all phases in the early section SE1 are completed, the race transitions from the early section SE1 to the middle section SE2.
[0451] On the other hand, if it is not the early section SE1 (NO in S21-1), the training game executing unit 1101a determines whether it is the middle section (first section) SE2 or not based on the character's position or the in-game time (S21-3).
[0452] If it is the middle section SE2 (YES in S21-3), the training game execution unit 1101a executes a state transition determination process (S21-4). The state transition determination process is a process for determining whether or not to transition to a state in which the character's speed fluctuates in the "first section" as described above. Specifically, the state transition determination process is a process for determining whether a character set with an "escape" strategy will transition to a state in which the character's movement speed increases due to the presence of another character competing with the character in its vicinity. In addition, the state determination process is a process for determining whether to transition from the normal state to the hooked state by lottery according to the value of the "intelligence" ability parameter of each character.
[0453] The training game execution unit 1101a then controls the character's movement speed based on the running style coefficient set for the middle section SE2 according to the race distance and strategy (chasing, overtaking, leading, or breaking away), and the character's ability parameters (S21-5). As described above, the middle section SE2 includes multiple phases, and the processing of S21-5 is executed in the order of the phases within the middle section SE2, and the character's movement speed is controlled in each phase. In addition, whether or not a character's skill is activated is also determined for each phase, and when a skill is activated or when the activation of a skill is canceled, the character's movement speed is corrected by the correction value of the activated skill. When all phases within the middle section SE2 are completed, the middle section SE2 transitions to the end section SE3.
[0454] The training game execution unit 1101a determines whether or not there is a character for which a predetermined condition is met (S21-6). The predetermined condition is a condition for awarding the special points described above, and includes the "power" value being a value exceeding the common base value of "1200", the character being located in the "first section", and the character not being in a specific state in which its movement speed changes.
[0455] If the predetermined condition is met (YES in S21-6), the training game executing unit 1101a executes a process of adding special points to be given to the character (S21-7). After adding the special points, or if the predetermined condition is not met (NO in S21-6), the training game executing unit 1101a repeatedly executes the processes of S21-3, S21-4, S21-5, S21-6, and S21-7.
[0456] On the other hand, if it is not the middle section SE2 (NO in S21-3), the training game executing unit 1101a determines that it is the end section SE3, and determines whether it is the "second section," which is a specific section within the end section SE3, based on the character's position or the in-game time (S21-8). This determination of the "second section" is performed using the start position of the "second section," which is determined based on the character's remaining stamina, as described above. As described above, the end section SE3 includes multiple phases, and the process of S21-8 determines the "second section" for each phase within the end section SE3. In other words, a "second section" is determined for each character included in the end section SE3.
[0457] If it is determined that the current section is the "second section" within the final section SE3 (YES in S21-8), the training game executing unit 1101a determines whether the character has special points (S21-9). If the character has special points (YES in S21-9), the training game executing unit 1101a executes acceleration correction processing to derive corrected acceleration by adding a correction value to the base acceleration based on the character's "power" value (S21-10). Then, the training game executing unit 1101a executes processing to change the effect activation time for correcting the base acceleration to the corrected acceleration based on the amount of special points owned (S21-11).
[0458] The training game executing unit 1101a executes a process to control the character's movement speed so that the character reaches a "final sprint," a state in which the character moves at the highest target speed, based on the race distance, the running style coefficient set for the final section SE3 according to the strategy (chasing, overtaking, leading, or breaking away), and the character's ability parameters (S21-12). Here, the training game executing unit 1101a controls the character's movement speed, based on the base acceleration, for characters without special points, so that the character reaches the highest target speed. On the other hand, the training game executing unit 1101a controls the character's movement speed, based on the base acceleration, corrected acceleration, and effect activation time, for characters with special points, so that the character reaches the highest target speed.
[0459] On the other hand, if it is determined that the race is not the "second section" within the final section SE3 (NO in S21-8), the training game execution unit 1101a controls the character's movement speed so that the character moves at a standard target speed that is less than the maximum target speed based on the distance of the race, the running style coefficient set for the final section SE3 depending on the strategy (chasing, overtaking, leading, or breaking away), and the character's ability parameters (S21-13).
[0460] Then, the training game executing unit 1101a determines whether the character has reached the goal position P2 (S21-14). If the character has not reached the goal position P2 (NO in S21-14), the training game executing unit 1101a repeatedly executes the processes of S21-8 and S21-13. On the other hand, if the character has reached the goal position P2 (YES in S21-14), the training game executing unit 1101a ends the race execution process.
[0461] The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, the reward is determined based on the results of the simulation, i.e., the finishing order of the character to be trained, the race development, etc., and the determined reward is granted to the player.
[0462] When a selection command indicating the execution of any training is received (YES in S20-8), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a pre-calculated failure rate. Furthermore, in the process of S20-9, if the training is successful as described above, a presentation screen is displayed, and icons indicating the increase in each ability parameter are displayed on the presentation screen. If the training is successful and the increase in each ability parameter exceeds the common base value, the icons indicating the increase in the ability parameter that exceeds the common base value are displayed in a distinctive manner relative to the icons indicating the increase in the ability parameter that does not exceed the common base value. In this way, a process is performed in which the change in each ability parameter is indicated in a different display manner depending on whether the change in each ability parameter is within a range below the common base value (below a predetermined value) or exceeds the common base value (exceeding the predetermined value). Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10).
[0463] Here, the ability parameters and the like are updated as determined in S10-8 at the start of training. The bond parameter value of the placed character is also updated. The training game execution unit 1101a then 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 the result information (S20-11).
[0464] 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).
[0465] Returning to FIG. 38, 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).
[0466] 42 is a flowchart illustrating the result information reception process in the player terminal 1. The training game execution unit 701a determines an execution pattern for the effect based on the received result information (P20-1). Then, the training game execution unit 701a executes an effect using the execution pattern determined in P20-1 (P20-2). Here, if the training for which a friendship training occurrence possible state is set is successful, an effect exclusive to friendship training is executed.
[0467] Specifically, at P20-1, the training game execution unit 701a identifies a character that is linked to the successful training item and to which friendship training occurrence possibility information is linked. Then, the training game execution unit 701a determines an execution pattern for a friendship training-specific effect that corresponds to the identified character and the executed training item. In the friendship training-specific effect determined at this time, the character that is linked to the friendship training occurrence possibility information is displayed.
[0468] 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 the 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 the going out is executed, the achievement information is linked to this first condition. Furthermore, for example, if winning a predetermined race is set as the second evolution condition and the predetermined race is won, the achievement information is linked to the second condition.
[0469] Then, when all effects to be executed in the current turn are completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed in the same manner as above.
[0470] 32, when the above-described training stage process (S7) is completed 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).
[0471] FIG. 43 is a flowchart illustrating the training game pre-termination processing in the player terminal 1. When all-turn end information is received, the training game executing unit 701a displays the termination confirmation dialog 280 (P8-1). When the confirmation operation unit 280b of the termination 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 the acquired skills (P8-3). Note that, here, 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.
[0472] 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 selected skill is updated and the screen is switched based on the player's operation input.
[0473] When the decision operation unit 282a of the evolution skill selection dialog 282 is operated (YES in P8-8), the training game execution unit 701a determines 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 effect image, i.e., the content and display pattern of the evolution effect image, for each evolution skill based on the selected evolution skill and the awakening skill before evolution (P8-10).
[0474] 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).
[0475] Returning to FIG. 32, when the end information is received, the training game end processing unit 1102a executes the training game end processing (S8).
[0476] 44 is a flowchart illustrating the training game ending process in the server 1000. The training game ending processing unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0477] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are awarded not to the training character but to the character that is the basis for the training character.
[0478] 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 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.
[0479] 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 associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information 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).
[0480] Returning to Fig. 32, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination 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. 29A, 29B, and 29C) on the display 26 based on the training result information.
[0481] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.
[0482] While 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 conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0483] The game features and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. 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 perform the following processing.
[0484] (Processing performed by a computer) A process of executing a first game in which a plurality of objects are moved from a first position to a second position and the ranking of the objects is determined (S21 in the embodiment as an example).
[0485] A process of changing a first parameter of the object for which a predetermined condition is met in a first section of the first game (S21-7 in the embodiment as an example).
[0486] A process of changing the moving speed of the object based on the first parameter in a second interval that follows the first interval in the first game (in the embodiment, S21-10, S21-11, and S21-12 are examples).
[0487] In the above embodiment, a race in a training game is given as an example of the first game, and a character to be trained in the training game is given as an example of the object, but the present invention is not limited to this. For example, the first game may be a team racing game in which a team formed by training characters generated when the training game is completed competes against a team of other players selected by a computer, and the object may be the training character. Furthermore, the first game is not limited to a race related to the training game. For example, the first game may be a car race or other game in which cars are moved by player operation.
[0488] Furthermore, in the above embodiment, the predetermined condition is, for example, that the value of "power" exceeds the common base value of "1200," but is not limited to this. For example, the predetermined condition may be that the value exceeds a predetermined value unrelated to the common base value of "1200." Furthermore, the predetermined condition does not have to include the value of a character's ability parameter such as "power."
[0489] Furthermore, the first parameter may change by a predetermined amount every predetermined time when a predetermined condition is met.
[0490] Furthermore, the process of changing the moving speed of the object (S21-10, S21-11, and S21-12 in the embodiment as an example) may determine the moving speed of the object based on the first parameter.
[0491] In the above embodiment, an example was described in which the movement speed of an object is indirectly determined by changing the effect activation time depending on the special points. However, this is not limiting. For example, the movement speed of an object may be determined directly based on the special points. Specifically, in the above embodiment, the corrected acceleration is determined based on the difference between the common base value and the "power" value. However, the corrected acceleration may be determined based on the amount of special points owned, rather than the difference value. For example, the corrected acceleration may be determined so that it increases as the amount of special points owned increases. Furthermore, the corrected acceleration may be determined based on both the difference value and the amount of special points owned. In other words, the corrected acceleration may be determined based on at least one of the difference value and the amount of special points owned.
[0492] Furthermore, the process of changing the moving speed of the object (S21-10, S21-11, S21-12 as an example in the embodiment) may change the effect activation time for changing the moving speed of the object based on the first parameter.
[0493] The predetermined condition may also include a condition that a second parameter associated with the object is equal to or greater than a predetermined value.
[0494] The computer may also be caused to execute a process of executing a second game different from the first game (in the embodiment, as an example, YES in S20-8). The process of executing the second game may include a process of changing a second parameter of an object (in the embodiment, as an example, S20-10), and a process of indicating the change in the second parameter in different display modes depending on whether the change in the second parameter is within a range below a predetermined value or exceeds the predetermined value (in the embodiment, as an example, S20-9).
[0495] In addition, the second parameter may be a parameter that determines the acceleration of the object in the first game, and the process of executing the first game may determine the acceleration of the object based on the second parameter in the first section, and determine the acceleration of the object based on the first parameter and the second parameter in the second section.
[0496] The predetermined condition may also include not being in a specific state in which the movement speed of the object changes. In the above embodiment, not being in a specific state in which the movement speed of the object changes is given as an example of the predetermined condition, but this is not limiting. For example, the predetermined condition may be not being in a specific state in which the movement speed of the character increases, or a state in which the movement speed of the character decreases. The predetermined condition may also be not being in a specific state in which the movement speed of the character increases, such as a state in which the movement speed of the character is constant or decreasing.
[0497] Note 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.
[0498] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0499] 1. Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. A process for executing a training game in which parameters associated with objects can be changed based on operation input by a player; a process of executing a first game using the object; a process of displaying a special effect display unit on the display screen of the first game in a manner that identifiable the activation of a special effect when a special effect is activated as a result of the establishment of a predetermined condition, including the parameter associated with the object being equal to or greater than a predetermined value; An information processing program that causes a computer to carry out the above.
2. The process of displaying the special effect display unit on the display screen of the first game comprises: displaying an image representing the object on the display screen of the first game; displaying the special effect display unit at a position corresponding to the image; The information processing program according to claim 1 .
3. The predetermined condition includes the fulfillment of a specific condition that can be fulfilled during execution of the first game.
3. The information processing program according to claim 1.
4. 1. An information processing method performed by one or more computers, comprising: A process of executing a training game in which parameters associated with objects can be changed based on an operation input by a player; a process of executing a first game using the object; a process of displaying a special effect display unit on the display screen of the first game in a manner that identifiable the activation of a special effect when a special effect is activated as a result of the establishment of a predetermined condition, including the parameter associated with the object being equal to or greater than a predetermined value; An information processing method including:
5. one or more computers; The computer A process of executing a training game in which parameters associated with objects can be changed based on an operation input by a player; a process of executing a first game using the object; a process of displaying a special effect display unit on the display screen of the first game in a manner that identifiable the activation of a special effect when a special effect is activated as a result of the establishment of a predetermined condition, including the parameter associated with the object being equal to or greater than a predetermined value; A game device that performs the above.