Information processing program, information processing method, and game device

JP2024118437A5Pending Publication Date: 2026-02-27CYGAMES INC
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Patent Information

Application Number
JP2024014684
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-02
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

In games where players select commands for each turn, a lack of strategic depth can lead to decreased player engagement and desire to play.

Method used

Implement a system where players can select special commands that activate time-limited special utilities based on acquired game content, with utilities determined by the number of acquired game contents and managed through computer processing, enhancing strategic depth.

Benefits of technology

The system increases player engagement by improving strategic elements, making the game more appealing and immersive.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance a player's willingness to play a game by improving strategic properties.SOLUTION: An information processing program allows a computer to execute the steps of: allowing a player to select one of multiple commands for completing a turn for respective turns in a game including the multiple turns; storing acquisition information of a predetermined game medium on the basis of the command selected by a player; completing the turns on the basis of selection of the command; determining a special use that becomes useful when a player selects a special command on the basis of the predetermined number of acquired predetermined game media; and validating the determined, special use when the special command is selected.SELECTED DRAWING: Figure 27
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Description

[Technical field]

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

[0002] Conventionally, as shown in Patent Document 1, a game including multiple turns is known. For each turn, a player can select one of multiple commands. Various parameters are changed based on the command selected by the player. Furthermore, a turn ends and the next turn begins depending on the selection of a command. [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 player selects a command for each turn, if the player is required to have a poor level of strategy, the player's motivation to play decreases.

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

[0006] In order to solve the above problem, an information processing program includes: In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by a player; ending the turn based on the command being selected; determining a special utility that will be activated when a special command is selected by a player based on the predetermined number of the predetermined game media acquired; activating the determined special utility when the special command is selected; The computer is made to carry out the above steps.

[0007] The special utility includes a time-limited utility having a number of turns set as a validity period, The time-limited utility may be valid for the validity period.

[0008] In addition, the information processing program a process of activating a first utility associated with the acquired predetermined game medium based on the acquisition of the predetermined game medium; Disabling the first utility based on the selection of the special command; may be performed by a computer.

[0009] In addition, the information processing program a process of allowing a player to select the special command when the number of acquisitions of the predetermined game media reaches a prescribed number; may be performed by a computer.

[0010] In addition, the information processing program determining a second utility based on a plurality of the predetermined game media less than the predetermined number; The computer executes the above. The process of determining the special utility includes: The special utility may be determined based on a plurality of the second utilities.

[0011] The process of determining the special utility includes: One of a plurality of types of special utility may be selected from among those provided in advance.

[0012] In addition, the information processing program managing information associated with the number of times the special utility has been activated for each type of special utility; The computer executes the above. The more times it is activated, the greater the benefit of the special utility may be provided during the game.

[0013] In addition, the information processing program a process of displaying an image corresponding to the special utility in association with the special command selectable by a player; may be performed by a computer.

[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: In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by a player; ending the turn based on the command being selected; determining a special utility that will be activated when a special command is selected by a player based on the predetermined number of the predetermined game media acquired; activating the determined special utility when the special command is selected; Includes.

[0015] In order to solve the above problem, a game device includes: One or more computers; The computer, In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by a player; ending the turn based on the command being selected; determining a special utility that will be activated when a special command is selected by a player based on the predetermined number of the predetermined game media acquired; activating the determined special utility when the special command is selected; Carry out the following. Effect of the Invention

[0016] According to the present invention, the strategic aspect of the game is improved, which can increase the player's motivation to play. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram for explaining an example of scenario initial additional value data, Fig. 5B is a diagram for explaining an example of scenario initial upper limit value data, and Fig. 5C is a diagram for explaining an example of scenario event additional value data. [Figure 6] Fig. 6A is a diagram illustrating a development target character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating the character detail screen. [Figure 7]Fig. 7A is a diagram for explaining a capability parameter (initial value) table. Fig. 7B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram for explaining skills. Fig. 7D is a diagram for explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram for explaining the inheritance system. [Figure 11] FIG. 11 is a diagram for explaining the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram for explaining the support card organization screen, Fig. 14B is a diagram for explaining the support card selection screen, and Fig. 14C is a second diagram for explaining the support card organization screen. [Figure 15] Fig. 15A is a diagram for explaining a support card table, Fig. 15B is a diagram for explaining a support effect, Fig. 15C is a diagram for explaining possessed skills, and Fig. 15D is a diagram for explaining a support event. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] FIG. 17 is a diagram explaining the options available in each turn. [Figure 18] FIG. 18 is a diagram illustrating the top screen. [Figure 19]Fig. 19A is a first diagram for explaining the training screen. Fig. 19B is a second diagram for explaining the training screen. Fig. 19C is a diagram for explaining the training result report screen. Fig. 19D is a diagram for explaining the event screen. [Figure 20] Fig. 20A is a first diagram for explaining an inherited event. Fig. 20B is a second diagram for explaining an inherited event. Fig. 20C is a third diagram for explaining an inherited event. Fig. 20D is a fourth diagram for explaining an inherited event. [Figure 21] Fig. 21A is a first diagram illustrating the skill screen, and Fig. 21B is a second diagram illustrating the skill screen. [Figure 22] Fig. 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 third diagram illustrating the training screen. [Figure 24] Fig. 24A is a diagram for explaining the relationship between special characters and fragment items, and Fig. 24B is a diagram for explaining the conditions for acquiring fragment items. [Diagram 25] FIG. 25 is a first diagram illustrating the knowledge table dialog. [Figure 26] FIG. 26 is a second diagram illustrating the knowledge table dialog. [Figure 27] FIG. 27 is a third diagram illustrating the knowledge table dialog. [Figure 28] Figure 28 is a diagram explaining how the Goddess' wisdom is determined. [Figure 29] FIG. 29 is a diagram explaining the utility of fragment items. [Diagram 30] FIG. 30 is a diagram illustrating special utility. [Diagram 31] Fig. 31A is a first diagram illustrating the effect details dialogue, and Fig. 31B is a second diagram illustrating the effect details dialogue. [Diagram 32]FIG. 32 is a diagram for explaining the history dialog. [Diagram 33] FIG. 33 is a diagram illustrating the general flow of the turn start processing. [Diagram 34] FIG. 34 is a diagram for explaining the allocation ratio to the training items. [Diagram 35] Fig. 35A is a diagram for explaining the training level, Fig. 35B is a diagram for explaining the fixed increase value (speed), and Fig. 35C is a diagram for explaining the fixed increase value table (power). [Diagram 36] Fig. 36A is a diagram illustrating the breeding completion screen, Fig. 36B is a second diagram illustrating the breeding completion screen, and Fig. 36C is a third diagram illustrating the breeding completion screen. [Figure 37] FIG. 37 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 38] FIG. 38 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 39] FIG. 39 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 40] FIG. 40 is a flowchart illustrating the preparation stage processing in the player terminal. [Diagram 41] FIG. 41 is a flowchart illustrating the preparation stage process in the server. [Diagram 42] FIG. 42 is a flowchart illustrating the training stage processing in the server. [Diagram 43] FIG. 43 is a flowchart illustrating the turn start process in the server. [Diagram 44] FIG. 44 is a flowchart illustrating the training stage processing in the player terminal. [Diagram 45] FIG. 45 is a flowchart illustrating the knowledge table-related processing in the player terminal. [Diagram 46] FIG. 46 is a flowchart illustrating the selection command receiving process in the server. [Figure 47] FIG. 47 is a flowchart illustrating the fragment item acquisition process in the server. [Figure 48] FIG. 48 is a flowchart illustrating the result information receiving process in the player terminal. [Figure 49] FIG. 49 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values ​​and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.

[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 including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[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 assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[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 capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0022] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.

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

[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, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0027] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

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

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

[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0033] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess game media acquired by a lottery called gacha, or game media distributed by the management side. In this embodiment, a player can possess a character card and a support card as game media. One character is always linked to each character card and support card. The character linked to the character card is the subject of training in the training game. Hereinafter, the character linked to the character card may be simply referred to as a character.

[0034] As will be described in detail later, a training game is provided in the game according to this embodiment. In the training game, a player can train a character and generate a trained character to which various parameters are linked. The training game in this embodiment has game characteristics in which a character linked to a character card is trained by having the character participate in races that mimic horse racing.

[0035] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.

[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 in the menu bar 102. In addition, in the menu bar 102, the operation section corresponding to the screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.

[0037] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[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 develop a development character with stronger status in the development 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. The player can select and view a character and a story image on the story screen.

[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. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.

[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 a character card or a support card.

[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 a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from among the characters he or she owns and sets it as the character to be trained (hereinafter referred to as the character to be trained).

[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 a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0044] When the setting of the character to be trained and the deck (inherited characters and support cards) is completed, the preparation stage is changed to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters he possesses into a team and use them in team competition games, etc.

[0045] Thus, the main object of the game of this embodiment is to generate a training character through a training game and to use the training character to improve the ranking of the team competitive game.

[0046] In addition, in this embodiment, a function for sharing a training character or a support card between players and a function for sharing information between multiple players are provided. A player can set a training character and a support card that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.

[0047] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it becomes possible to confirm and set the information corresponding to the operation unit.

[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 confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[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 a circle function that is a place for sharing information with other players. A profile character image 122 that is currently being set is displayed on the profile setting screen 120. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

[0051] Also displayed on the profile setting screen 120 are a player name set by the player, a player ID given to the player, and the name of the club to which the player belongs. Also provided on the profile setting screen 120 are a representative character setting operation section 126a and a rental card setting operation section 126b.

[0052] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he / she has raised as the representative character. An icon image showing the representative character currently being set is displayed on the representative character setting operation section 126a. Note that, as will be described in detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0053] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image showing the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as a rental card can be organized into a deck by other players and is used in the training game played by other players.

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

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

[0057] It should be noted that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if the player does not possess the required game points, the player cannot start the training game. However, the player can possess an item that restores game points, and can use the item to restore game points. This item can be given, for example, as a reward for the training game or team competition game, or can be acquired by consuming in-game currency. The training game will be described in detail below.

[0058] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. Although described in detail later, the training main game is a game in which a player selects one character from among the characters he / she owns and trains it as a character to be trained (hereinafter, referred to as a character to be trained).

[0059] The setting game, in which the player registers the character to be trained and the deck (the successor character and the support card), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0060] As shown in FIG. 4, in the preparation stage processing, the registration of the scenario, the registration of the character to be trained, the registration of the successor character, the registration of the support card, and the registration of the specific character are performed in this order. Note that the order of the above registration and setting processing is merely an example. Therefore, the order of the above registration and setting processing can be changed as appropriate.

[0061] <Preparation stage processing> The preparatory stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). The support cards are intended to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparatory stage processing will assist in the training of the character to be trained. In what follows, the character linked to the support card will be referred to as the support character.

[0062] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios of the training main game are provided. In each scenario of the training main game, a final goal, goals during the game, etc. are set. The player needs to clear the goals set in each scenario in sequence. Each goal, the period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.

[0063] The training main game has a story, and the game progresses along the story. Events occur at various times during the training main game. Events occurring during the training main game are specific to each scenario. Thus, the multiple scenarios differ from each other in at least some of the events occurring during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.

[0064] FIG. 5A is a diagram for explaining an example of scenario initial added value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit data. FIG. 5C is a diagram for explaining an example of scenario event added value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.

[0065] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are provided: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character being trained will be in the race.

[0066] However, an upper limit is set for each ability parameter, and in the training main game, the value of each ability parameter is updated only within the range of the upper limit, and updating of ability parameters that exceed the upper limit is restricted. At the start of the training main game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0067] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of the five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.

[0068] Specifically, a common base value is preset for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario, or may be different for each ability parameter. Then, at the start of the training main game, the common base value is added to the scenario initial addition value corresponding to the scenario selected by the player, and an initial upper limit value for each ability parameter is set.

[0069] For example, as shown in Fig. 5A, according to the scenario initial added value data, the scenario initial added values ​​of the five ability parameters linked to the scenario ID of "0001" are all set to "200." Therefore, when the scenario ID of "0001" is selected and the training main game is started, the initial upper limit values ​​of the five ability parameters will all be "1400."

[0070] Also, for example, when a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values ​​of the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values ​​of the stamina and intelligence ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".

[0071] In this case, the initial upper limit value is derived by adding the initial added value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial added value of the scenario initial added value data.

[0072] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter, or the common base value plus the scenario initial added value may be set as the initial upper limit value of each ability parameter.

[0073] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit value of each ability parameter. When a scenario event occurs, the scenario event addition value linked to that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values ​​of the five ability parameters each increase by "20".

[0074] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set at all. Also, the timing of occurrence of scenario events may be the same for all scenarios, or may be different.

[0075] In this way, the upper limit of the ability parameters differs depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.

[0076] <Registering characters to be trained> Fig. 6A is a diagram illustrating a development target character selection screen 150. When a player selects a scenario on the scenario selection screen, the development target character selection screen 150 shown in Fig. 6A is displayed. A plurality of character icons 151 are displayed in the center of the development target character selection screen 150, and characters owned by the player are displayed in a list.

[0077] Moreover, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the training target character selection screen 150. Moreover, a return operation section 153 and a next operation section 154 are displayed at the bottom of the training target character selection screen 150.

[0078] In this embodiment, an initial value of ability parameter is set for each character. The initial value of ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the ability parameter display section 152a. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.

[0079] Additionally, the ability parameter display section 152a displays an initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the training main game when the player can select a scenario or after the player has selected a scenario is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0080] Here, in the ability parameter display section 152a, initial upper limit values ​​that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values ​​of speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values ​​of speed, power, and tenacity are identifiable with respect to the initial upper limit values ​​of stamina and intelligence. Here, as an identifiable display, the initial upper limit values ​​that exceed the common base value are displayed flashing or in a different color.

[0081] Fig. 7A is a diagram illustrating a skill parameter (initial value) table. In this embodiment, as shown in Fig. 7A, the skill parameter (initial value) table stores the initial value of the skill parameter for each character. Then, based on the initial value of the skill parameter stored in the skill parameter (initial value) table, the initial value of the skill parameter is displayed in the skill parameter display section 152a.

[0082] In this embodiment, an initial value of an ability parameter is set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a are provided.

[0083] The initial value of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of the character's ability parameters also increases.

[0084] 7A shows the initial values ​​when the character is at a predetermined level. Note that the player can increase the ability parameter values ​​in the training main game. In other words, the object of the training main game is to train a character with a higher ability parameter value.

[0085] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the initial values ​​of the aptitude parameters of the character corresponding to the character icon 151 selected by the player are displayed in alphabetical order in the aptitude parameter display section 152b.

[0086] FIG. 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. The initial values ​​of aptitude parameters indicate that A is the most suitable and G is the least suitable. Based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values ​​of aptitude parameters are displayed in the aptitude parameter display section 152b.

[0087] In this embodiment, an initial value of the aptitude parameter is set for each of a plurality of types of aptitude for each character. Specifically, as the aptitude parameters, there are provided aptitude parameters relating to the course aptitude for each of turf and dirt, aptitude parameters relating to the distance aptitude for each of short distance, mile, middle distance, and long distance, and aptitude parameters relating to the running style aptitude for each of breakaway, leading, overtaking, and chasing.

[0088] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the character will be in the race.

[0089] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may be changed in the training main game. In the training main game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0090] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the development target character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the development target character selection screen 150 are displayed.

[0091] A skill operation section 161 and an event operation section 162 are displayed in the center of the character details screen 160. As shown in FIG. 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race or team race, which will be described later. The activation of a skill gives each character an advantage in the race development.

[0092] FIG. 7C is a diagram for explaining skills. As shown in FIG. 7C, each character possesses a plurality of skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying a predetermined condition, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is merely possessed, and it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.

[0093] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0094] In this embodiment, the skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Moreover, the skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown on the character details screen 160 of Fig. 6B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.

[0095] Specifically, in the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. The number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0096] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills if the conditions for unlocking them have not been met. Therefore, awakened skills whose conditions for unlocking have not been met cannot be acquired in the main training game.

[0097] In FIG. 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. The awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills include those that are set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0098] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhance operation section 163b. When the enhance operation section 163b is tapped, a character enhance screen 165 is displayed on the display 26.

[0099] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, and when the strengthening screen selection operation unit 102b is tapped. A character icon 151 corresponding to a possessed character is displayed from the center downward of the character strengthening screen 165. When the character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is selected.

[0100] 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.

[0101] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is in a selected state, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The names of the awakening skills corresponding to the awakening levels are written in the awakening skill display fields 168a, 168b, 168c, and 168d, respectively.

[0102] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays items required to increase the awakening level, and the fact that the awakening level will increase by consuming the items. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0103] In this embodiment, the awakening level of each character is set to level 1 in the initial state. A player can increase the awakening level of a character up to level 5 by consuming items. Each awakening level is associated with one awakening skill. By increasing the awakening level, an awakening skill corresponding to the increased awakening level is released. Specifically, when the awakening level becomes level 2, an awakening skill corresponding to level 2 is released. Similarly, when the awakening level becomes level 5, an awakening skill corresponding to level 5 is released.

[0104] In this way, each character has four awakening skills. By increasing the awakening level, the player can unlock the same number of awakening skills as the awakening level. Once unlocked, the awakening skills function as acquireable skills.

[0105] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are released at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been released are marked as "Released" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not been released are displayed in gray in the awakening skill display fields 168a, 168b, 168c, and 168d. FIG. 8 shows a state in which the awakening level is level 4 and three awakening skills are released.

[0106] Although detailed explanations are omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the contents of each awakening skill is displayed. When the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of the possessed skill (described later) can be increased by consuming an item.

[0107] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming an item. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed, and the character details screen 160 is displayed.

[0108] Furthermore, when the player taps on the event operation section 162 of the character details screen 160, the content of the character details screen 160 changes as shown in FIG. 6C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to the character appearing in the training game is displayed, or the value of an ability parameter changes.

[0109] Fig. 7D is a diagram for explaining dedicated events. As shown in Fig. 7D, a plurality of dedicated events are linked to each character. As shown in Fig. 6C, the character details screen 160 displays the dedicated events linked to the character. The dedicated events include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the numerical value of the character's ability parameters, and the like.

[0110] Further, the dedicated events displayed on the character detail screen 160 shown in Fig. 6C may be executed in their entirety while the training main game is being executed, or at least some of them may be executed while the training main game is being executed, or none of them may be executed while the training main game is being executed if a predetermined condition is not met. Also, the number of dedicated events provided for each character may be increased, for example, by increasing the character's level, consuming in-game currency or items, etc. Also, if a predetermined condition is met, a dedicated event that is not displayed as a dedicated event may be executed during the training main game.

[0111] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the development target character selection screen 150 is displayed on the display 26.

[0112] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in Fig. 6A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information on the character selected on the training target character selection screen 150 on the training information display screen.

[0113] The objective of the training game is to generate a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player must train the character to be trained and enter it in a race each turn.

[0114] A plurality of clear goals are set for each character. On the training information display screen, the clear goals set for the selected character can be confirmed. A race in which the character to be trained can run is determined in advance for each turn. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieve a predetermined ranking.

[0115] Furthermore, when a character to be trained runs in a race, the character to be trained can gain fans. In each race, the number of fans that can be gained is determined by the finishing position, and the higher the finishing position, the more fans the character can gain. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans the character can gain.

[0116] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the base number is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus number and the base number is the number of fans acquired by the character to be trained. For example, if the race result is first place, the larger the difference between the character to be trained and the character who came in second, the larger the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the character who came in first, the larger the correction value.

[0117] Furthermore, the character to be trained will activate a skill (an acquired skill) during the race with a certain probability. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress during the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.

[0118] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required for entry. Therefore, if a race in which the number of fans is specified as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.

[0119] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a difficult race (e.g., GI) within a range of a predetermined turn. In this way, a plurality of clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.

[0120] Therefore, if the character to be trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character to be trained cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.

[0121] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns there are, the stronger the character to be trained can be generated. Therefore, when playing the training main game, it is necessary to increase the parameters of the character to be trained so that all clearing objectives can be cleared.

[0122] Basically, the clearing goal set for each character is fixed, and the same clearing goal is set as a task each time the training game is played. However, there may be characters that are set with clearing goals that change according to the progress of the training main game, or that allow the player to select clearing goals.

[0123] Furthermore, when the training game is completed, a training character is generated. When the training game is completed, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a preset formula, such as a point calculated from various parameters of the training target character at the time of training completion, a point calculated from acquired skills, etc. The training information display screen displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.

[0124] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from one scenario to another. The training information display screen displays the scenario that was selected when each training character was trained.

[0125] As described above, the player can select a character to be trained while checking various information about each character on the training target character selection screen 150 shown in Fig. 6A. Then, when the next operation unit 154 is tapped on the training target character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.

[0126] <Registering a successor character> Fig. 9A is a first diagram illustrating an inheritance character selection screen 170. Fig. 9B is a first diagram illustrating a development character list screen 180. Fig. 9C is a second diagram illustrating an inheritance character selection screen 170. Fig. 9D is a third diagram illustrating an inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.

[0127] An inherited character is a character that inherits ability values, skills, etc., to a character to be trained. A player can select two inherited characters from the training character he or she owns and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of other players can be organized in a deck as an inherited character in one training game.

[0128] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on the inheriting character selection screen 170. When the screen transitions from the training target character selection screen 150 to the inheriting character selection screen 170, as shown in Fig. 9A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.

[0129] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a raised character list screen 180 shown in Fig. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on the raised character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a raised character list display area is provided. A raised character icon 182 is displayed in the raised character list display area.

[0130] When the My Character tab 181a is selected, a raised character icon 182 corresponding to a raised character owned by the player is displayed, as shown in Fig. 9B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a representative character of a friend, that is, a raised character raised by a friend, is displayed.

[0131] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is provisionally selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character in the provisionally selected state is displayed in first inheritance character selection area 171a.

[0132] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in FIG. 9D.

[0133] Further, information on the inherited character used when raising the development character is linked to the development character and stored. In the first inherited character selection area 171a, information on the inherited character used when raising the development character is displayed.

[0134] FIG. 10 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the ability parameters and aptitude parameters of the training target character based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one training target character, and these inheritance characters are training characters that have been generated previously. Therefore, when a training character to be set as an inheritance character is generated, two inheritance characters are set for that training character.

[0135] As shown in FIG. 10, the character to be trained in the training main game that is about to be started is defined as the current generation. In addition, the two training characters set as inherited characters for this character to be trained are defined as the first generation of inheritance. Furthermore, for the first generation of inherited characters, two training characters are set as inherited characters at the start of training. The two training characters that were set as inherited characters when the first generation of inherited characters were generated are defined as the second generation of inheritance.

[0136] In this case, the characters that have a utility for the current character to be raised are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be raised, so a total of six characters to be raised provide a utility for one character to be raised.

[0137] For example, a first inheritance group is made up of one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character.

[0138] 9D, the first inheritance character selection area 171a shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.

[0139] FIG. 11 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the character to be trained is registered as a training character, and at this time, the training character is linked to and stored with factor information. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was selected by lottery.

[0140] However, the factors acquired by the training character do not affect the ability of the training character itself. For example, the training character can be made to run in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the order of finish and the race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters that run. Since the factors possessed by the training character are not used in the calculation process, even if the character has a large number of factors, the race will not be favorably advanced.

[0141] The factors possessed by a character to be trained only affect the character to be trained when that character is set as an inherited character. Factors that a character to be trained can acquire are classified into a number of types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of a number of stages. Here, three factor levels are provided as factor stages: level 1, level 2, and level 3.

[0142] The factor level is determined by lottery. In this case, after the factors to be acquired by the training character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factor and factor level are determined at the same time.

[0143] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery for determining the factor level, the probability of winning is set to be the lowest at level 3 and the highest at level 1. However, the probability of winning the acquired factor or the probability of winning the factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.

[0144] 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.

[0145] FIG. 12A is a diagram explaining the utility of basic ability factors. The increase in each ability parameter and the increase in the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".

[0146] Therefore, if all six characters being trained, two from the first generation of inheritance and four from the second generation of inheritance, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase of 21 x 6 characters).

[0147] However, each factor has a timing and a condition for activation, so even if the inherited character has a factor, if the activation condition is not met at the timing for activation, the factor will not be of any benefit to the character being trained.

[0148] As described above, the training main game is composed of a plurality of turns, among which a predetermined turn is set as a factor activation turn. For example, assume that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined for each factor (inherited character) whether or not to activate, and when it is determined that a factor is activated, the activation condition for that factor is established, and the utility corresponding to the factor is brought about.

[0149] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Also, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

[0150] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 9C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Also, the ability parameter display section 152a displays a value to which the increase value for the first turn has been added.

[0151] Also, in FIG. 9D, two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn by the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21", "+63", and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.

[0152] In addition, the increase value of the ability parameter increased by the inheritance characters constituting the first inheritance group and the increase value of the ability parameter increased by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Fig. 9D, the notation "+63" displayed above the ability parameter of power and the notations "+21" and "+42" displayed above the ability parameters of speed and intelligence are color-coded.

[0153] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. Furthermore, the amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of a speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".

[0154] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character to be trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character to be trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation.

[0155] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timing, a lottery is held to determine whether or not to activate. Then, if it is determined that the ability parameter will be activated, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that the ability parameter will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.

[0156] In addition, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not a basic ability factor is activated on a factor-by-factor basis, it is assumed that the basic ability factor is activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter increases.

[0157] On the other hand, when determining whether or not to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit may be increased. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and the upper limit increase according to the factor level.

[0158] 9C and 9D, the initial upper limit value of the ability parameter displayed in ability parameter display section 152a of inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value increased by the basic ability factor has been added. In this way, the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factor is displayed, improving convenience when selecting an inheritance character.

[0159] The suitability factors shown in FIG. 11 increase the suitability parameters of the character to be trained. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A character to be trained always acquires one of the six suitability factors. The six suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the first or second generation of inherited characters includes a character to be trained that has a turf factor, the suitability parameter of the turf suitability of the character to be trained increases.

[0160] In addition, the timing and conditions for activating aptitude factors are also set, and it is decided whether or not each aptitude factor will be activated in the same factor activation turn as the basic ability factors. When it is decided that an aptitude factor will be activated, the corresponding aptitude parameter will increase by one level. As an example, in the first turn, the probability of activating an aptitude factor is set to 100%, regardless of the factor level.

[0161] For example, if the aptitude factors of three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the grass and short distance aptitudes of the characters to be trained will increase by two levels, and the mile and middle distance aptitudes will increase by one level.

[0162] Also, for example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are all short distance factors. In this case, the grass aptitude and short distance aptitude of the character to be raised will each increase by three stages. As yet another example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are grass factors, short distance factors, and mile factors, respectively. In this case, the grass aptitude of the character to be raised will increase by four stages, and the short distance aptitude and mile aptitude will each increase by one stage.

[0163] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit of all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character to be trained is A, even if the inherited character has the grass factor, the grass aptitude will not increase in the first turn.

[0164] In contrast, in the 31st and 55th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 31st and 55th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 31st or 55th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 31st and 55th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 31st and 55th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.

[0165] In addition, the aptitude parameter display section 152b of the inheritance character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.

[0166] A race factor increases the ability parameters of a character to be trained. A race factor is provided for each difficult race (hereinafter referred to as a factor target race) such as a GI among the races that can be entered in the main training game. At the completion of the training game, a lottery is held for each factor target race in which the character to be trained comes in first place to determine whether or not the character to be trained will acquire a race factor. If the lottery is won, the character to be trained can acquire a race factor.

[0167] In addition, the race factors are also assigned a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and the training character can acquire multiple race factors.

[0168] Each race factor is preset with a skill parameter that is increased by activation and the increase value. For example, race factors include a skill that increases the speed skill parameter and a skill that increases the power skill parameter. In this case, the increase value of the skill parameter increases as the factor level increases.

[0169] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 31st and 55th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.

[0170] A character factor is a factor unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, the character factor set for that character is always given to the raised character at the end of the training game. Note that only one character factor is set for one character, so a maximum of one character factor can be acquired by one raised character. Also, if a raised character is generated based on a character that has not been strengthened to a predetermined level, it cannot acquire a character factor.

[0171] In addition, the character factor can be activated on a preset factor activation turn, and is activated by winning a lottery held on the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, a hint for a skill can be obtained. In addition, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.

[0172] FIG. 12B is a diagram explaining the utility of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may be activated at the first activation timing. If a character factor is activated at the first activation timing, the character being trained will obtain a skill hint as described above, but the upper limit of ability parameters will not increase.

[0173] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". The increase in the upper limit is determined by lottery, for example. At this time, the higher the factor level, the higher the increase may be set.

[0174] In this embodiment, the ability parameters whose upper limit value increases due to the activation of the character factor are preset for each character factor. For example, according to character factor A, the upper limit value of stamina increases in the range of "3" to "6", and according to character factor B, the upper limit value of speed increases by "1" and the upper limit value of tenacity increases by "2", or the upper limit value of speed increases by "2" and the upper limit value of tenacity increases by "2". Incidentally, whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the above basic ability factors, or may be determined separately for each utility.

[0175] The skill factors shown in FIG. 11 are imparted based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill acquired by the training character. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by lottery.

[0176] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on the factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, and a hint for the skill can be obtained. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.

[0177] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because the acquisition of skill factors is determined by lottery, even if a character has many skills, it may not be able to acquire a skill factor.

[0178] Here, it is assumed that the training character acquires skill factors in addition to the skills already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the already acquired skills possessed by the training character as an inheritance character.

[0179] As described above, the ability parameters of the character to be trained vary greatly depending on the inherited character to be organized in the deck. In addition, even if the ability of the trained character itself is high, whether or not the character acquires factors is determined by lottery, so a trained character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the ability of the trained character itself is not high, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by making it possible to organize the inherited character into the deck, it is possible to bring about the interest of not only training a powerful trained character, but also training a trained character that is effective as an inherited character.

[0180] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. In the case of a combination of characters with good compatibility, the conditions for activating factors are favorable.

[0181] Fig. 13A is a diagram explaining compatibility judgment targets, and Fig. 13B is a diagram explaining compatibility judgment items. As shown in Fig. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be raised and the first inherited generation of raised characters in the first inheritance group. The second judgment target (No. 2) is the current character to be raised and the first inherited generation of raised characters in the second inheritance group.

[0182] The third determination target (No. 3) is the first inheritance generation training character in the first inheritance group, and the first inheritance generation training character in the second inheritance group. The fourth determination target (No. 4) is the current training target character, the first inheritance generation training character in the first inheritance group, and one of the second inheritance generation training characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current training target character, the first inheritance generation training character in the first inheritance group, and the other of the second inheritance generation training character in the first inheritance group (training character B).

[0183] The sixth determination target (No. 6) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character A) in the second inheritance group. The seventh determination target (No. 7) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character B) in the second inheritance group.

[0184] For each of the above-mentioned judgment objects, it is judged whether the condition is satisfied for each of the judgment items. An example of the judgment items is shown in Fig. 13B. In this embodiment, the world view of the game is set such that the characters that can be selected as characters to be trained are students, and each character trains at school.

[0185] As shown in Fig. 13B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.

[0186] 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.

[0187] For example, when judging compatibility, first, it is judged whether all judgment items are satisfied between the current training target character, which is the first judgment target, and the training character of the first inheritance generation of the first inheritance group. At this time, the compatibility expectation value linked to the judgment item that is satisfied is accumulated and counted. In this way, the compatibility expectation value is counted in order from the first judgment target to the seventh judgment target, and the activation probability of the factor is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.

[0188] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Also, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.

[0189] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inheriting character, or between the inheriting characters themselves, so the combination of two inheriting characters has a significant impact on the training of the character to be trained. In other words, the compatibility between characters is an important factor in selecting an inheriting character.

[0190] As shown in Figures 9B, 9C, and 9D, when an inherited character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks, ◎, ◯, and △. Note that, as shown in Figure 9A, when an inherited character is not selected, the compatibility mark is not displayed.

[0191] 9B, a display switch button 183 is provided on the development character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inherited characters.

[0192] <Support card registration> Fig. 14A is a first diagram illustrating a support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Fig. 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed in the lower part of the support card organization screen 190.

[0193] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed as blank spaces.

[0194] In this embodiment, the player can set six types of support cards to the deck. Of the six types that the player can set, some (e.g., five types) can be selected from the support cards that the player owns. In addition, of the six types that the player can set, the other part (e.g., one type) can be selected from the support cards that other players, such as friends, have set as rental cards.

[0195] Fig. 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of Fig. 14A, a support card selection screen 200 shown in Fig. 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0196] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, the support cards set as rental cards by friends or players selected based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0197] FIG. 15A is a diagram for explaining a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.

[0198] In this embodiment, a rarity is set for each support card. There are three rarity levels: R (rare), SR (super rare), and SSR (super special rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of the support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possessed skills and the number of support events, which will be described later.

[0199] There are 50 levels for the Support Card, from Level 1 to Level 50. The level of the Support Card can be increased by the player, and the level increased by the player is stored for each Support Card. The level of the Support Card can be increased by using in-game currency, items, etc. The level of the Support Card is capped depending on the rarity.

[0200] For example, support cards with an R rarity have a maximum level of 20, support cards with an SR rarity have a maximum level of 25, and support cards with an SSR rarity have a maximum level of 30.

[0201] The upper limit of the level can be increased stepwise when a certain condition is met. For example, the upper limit of a support card with a rarity of R can be increased to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased to a maximum of level 50.

[0202] FIG. 15B is a diagram for explaining support effects. As shown in FIG. 15B, a plurality of support effects are stored in each support card. The support effects increase various statuses in the training main game. A support card is provided with a plurality of targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0203] FIG. 15C is a diagram for explaining the possessed skills. As shown in FIG. 15C, a plurality of possessed skills are set for each support card. In this embodiment, just as each character possesses a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.

[0204] FIG. 15D is a diagram for explaining support events. As shown in FIG. 15D, each support card is linked to a plurality of support events. A support event is an event that may occur during execution of the training main game. When a support event occurs, the values ​​of various statuses in the training main game may increase or decrease.

[0205] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that is set in advance.

[0206] The support event may include a hint event and a skill event. The hint event may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The skill event may include a first skill event that may occur at the start of a turn in the training game, and a second skill event that may occur after training in the training game.

[0207] The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.

[0208] 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.

[0209] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190 as shown in Fig. 14C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.

[0210] Fig. 16A is a diagram explaining the final confirmation screen 205. Fig. 16B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the character to be raised selected by the player, the characters to be raised that make up the first inheritance group, the characters to be raised that make up the second inheritance group, and the support card. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the preset currently selected.

[0211] Here, the preset is reservation information for a race in which a character to be trained will run in the training main game. The player can create a preset by selecting any race from all races. It is possible to save multiple presets, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.

[0212] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping any of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.

[0213] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card composition screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display .

[0214] <Registering specific characters> As shown in Fig. 4, after the scenario, the character to be trained, the succession character, and the support card are registered, the specific character is registered. The specific character is determined in advance for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0215] As described above, when the character to be trained, the succession character, the support character (support card), and the specific character are stored, the preparation stage processing ends.

[0216] <Growth stage treatment> When the preparation stage process is completed, the training stage process is started. The training stage process progresses the training main game in which the character to be trained can be trained. In the following, for ease of understanding, the basic flow of the training main game will first be described.

[0217] FIG. 17 is a diagram for explaining the selection items in each turn. Note that, here, the selection items selectable in each turn differ depending on the type of character to be trained. However, the selection items selectable in each turn may be the same regardless of the type of character to be trained. As shown in FIG. 17, the training main game is made up of the 1st turn to the 78th turn. Various parameters are updated depending on the selection items selected by the player in each turn.

[0218] FIG. 18 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 18 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. The character to be trained is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing a training session, as described below. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina".

[0219] Furthermore, the character to be trained is provided with a "condition" parameter. The condition display unit 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor condition, poor condition, normal condition, good condition, and excellent condition) so that the character can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters due to training.

[0220] 18, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and an alphabet indicating a rank separated by the numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained as a numerical value.

[0221] As shown in FIG. 18, the rest operation section 215a, the training operation section 215b, the skill operation section 215c, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215f are displayed at the bottom of the top screen 210. The player can select one of the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215f at each turn. However, a race-limited turn is set in advance for the character to be trained. At the race-limited turn, the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, and the outing operation section 215e cannot be selected.

[0222] The player can select the option "rest" by operating the rest operation unit 215a. When "rest" is selected, the physical strength of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 215b.

[0223] In addition, the player can select the option "infirmary" by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained are eliminated. Although a detailed explanation is omitted, negative parameters that are disadvantageous to the progress of the game may be set for the character to be trained.

[0224] The training main game includes an event that allows a character to acquire negative parameters. When an event occurs, the character to be trained acquires negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If the "health room" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if the "health room" is selected, the negative parameters may not be eliminated. Also, selecting the "health room" may restore physical strength. Note that when the character to be trained has not acquired negative parameters, the health room operation unit 215d cannot be selected.

[0225] In addition, the player can select the option "Going out" by operating the going out operation unit 215e. When "Going out" is selected, the condition of the character to be trained improves. In addition, the player can select the type of race in which the character to be trained will run by operating the race operation unit 215f.

[0226] When the character to be trained performs any of the following actions, the current turn ends and the next turn begins.

[0227] As described above, a race-limited turn in which the rest operation section 215a, training operation section 215b, infirmary operation section 215d, and outing operation section 215e cannot be selected is set for each character. In the race-limited turn, the rest operation section 215a, training operation section 215b, infirmary operation section 215d, and outing operation section 215e are displayed in gray, and operations by the player cannot be accepted.

[0228] Therefore, in the race-limited turn, the player must operate the race operation unit 215f to make the character to be trained run in the race. Although a detailed explanation is omitted, as shown in FIG. 17, the 74th turn, 76th turn, and 78th turn are set as race-limited turns for all characters. In these three turns, the player must make the character to be trained run in the special race.

[0229] In addition, the skill operation section 215c 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.

[0230] Furthermore, in each turn, a fragment item is linked to each of the training items, "rest" and "training," and each of the selection items, "going out," and "race." The rest operation unit 215a, the going out operation unit 215e, and the race operation unit 215f display suggestion icons 216 corresponding to the fragment items linked to each of these operation units. As will be described in detail later, there are multiple types of fragment items, and suggestion icons 216 corresponding to the types of fragment items linked to the operation units are displayed.

[0231] When a predetermined acquisition condition is met, such as when a selection item linked to a fragment item is selected, the player or the character to be trained acquires the fragment item. Incidentally, acquisition information of the fragment item, in other words, information indicating the fragment item acquired by the player, is stored in association with player information. However, in the following, in order to facilitate understanding, it is assumed that the character to be trained acquires the fragment item. Here, the fragment item is associated with a utility that is advantageous to the character to be trained. This utility differs depending on the type of fragment item. When the character to be trained acquires a fragment item, the utility associated with the acquired fragment item is activated. Therefore, it can be said that a utility is associated with each selection item in each turn.

[0232] A knowledge table confirmation icon 217, a utility display area 218, and a special utility icon 219 are displayed in the upper left corner of the top screen 210. The knowledge table confirmation icon 217 functions as an operation unit that accepts operations by the player. By operating the knowledge table confirmation icon 217, the player can check the fragment items, etc. that the character to be trained has acquired.

[0233] Utility icons 218a are displayed in the utility display area 218. The utility icons 218a are provided for each type of utility, i.e., each type of fragment item. The utility display area 218 displays the utility icon 218a corresponding to the currently activated utility.

[0234] The special utility icon 219 indicates the special utility currently being activated. As will be described in detail later, when the character to be trained acquires eight fragment items, a "Goddess' Wisdom" linked to a special utility is generated. The player can use the generated Goddess' Wisdom at the desired timing to activate the special utility. Special utilities include time-limited utilities, which have a number of turns set as their effective period. Time-limited utilities are only effective during their effective period. The special utility icon 219 indicates the currently activated special utility and the number of turns remaining in the effective period.

[0235] Fig. 19A is a first diagram illustrating the training screen 220. Fig. 19B is a second diagram illustrating the training screen 220. When the training operation section 215b of the top screen 210 is operated, the training screen 220 is displayed on the display 26. Although not shown in Figs. 19A and 19B, the training screen 220 displays a knowledge table confirmation icon 217, a utility display area 218, and a special utility icon 219, similar to the top screen 210.

[0236] 19A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221, a stamina operation section 222, a power operation section 223, a will operation section 224, and a wisdom operation section 225 are displayed.

[0237] When the player operates any of the operation units 221-225, the training item corresponding to the operation unit 221-225 to which the operation input has been made becomes provisionally selected. At this time, the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. FIG. 19A shows a state in which the power operation unit 223 is provisionally selected. Also, FIG. 19B shows a state in which the stamina operation unit 222 is provisionally selected.

[0238] When an operation input is again made to the temporarily selected speed operation unit 221, speed training is executed. Similarly, when an operation input is again made to the temporarily selected stamina operation unit 222, power operation unit 223, willpower operation unit 224, or wisdom operation unit 225, stamina, power, willpower, and wisdom training are executed, respectively.

[0239] In addition, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the number of successful training attempts, 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.

[0240] Further, the operation units 221 to 225 in the provisionally selected state display a failure rate display unit 226. The failure rate, which is displayed as a numerical value in the failure rate display unit 226, is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0241] Also, the status display section 213 displays the increase in ability parameters when the training corresponding to the provisionally selected operation sections 221 to 225 is successful. In the example shown in Fig. 19A, the power operation section 223 is provisionally selected, and "+8" is displayed in the stamina column and "+10" is displayed in the power column of the status display section 213. Also, in the example shown in Fig. 19B, the stamina operation section 222 is provisionally selected, and "+15" is displayed in the stamina column and "+5" is displayed in the guts column of the status display section 213.

[0242] Furthermore, when a training session is performed and the session is successful, a specific event may occur. In this case, an event notification display 227 is displayed on the operation units 221-225 corresponding to the training session in which the specific event occurs. The event notification display 227 may be displayed in a different manner depending on the type of event.

[0243] In addition, in a turn in which training can be performed, a character can be placed in each training item. The characters that can be placed in the training items are the above-mentioned support characters, specific characters, and story characters that are set separately from these. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place the character in a training item and the training item to be placed are determined by lottery.

[0244] 19B, in the upper right portion of the training screen 220, a placed character icon 228 corresponding to a character placed in the training (hereinafter referred to as a placed character) is displayed for each of the temporarily selected operation units 221 to 225. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 227 is displayed on the corresponding placed character icon 228.

[0245] In addition, if the training to which the placed character is linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed character is linked is successful. Note that, hereinafter, the training to which the character is linked will be referred to as joint training.

[0246] In addition, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameters associated with the placed character. When the placed character is successful in the training associated with the placed character, the bond parameters of the placed character increase. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character to be trained when the training is successful.

[0247] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training occurrence possible state is set for that training item. When a training item for which a friendship training occurrence possible state is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training occurrence possible state is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0248] In addition, one of the five training items, speed, stamina, power, guts, and wisdom, is linked to the support card (support character) as a favorite training. In this case, the setting conditions for the friendship training occurrence possible state are that the support character is placed in the favorite training and that the bond parameter of the support character is equal to or greater than a predetermined value.

[0249] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the speciality training of the support character, a friendship training occurrence state is set for this training item. Then, when the training item for which the friendship training occurrence state is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0250] The support cards (support characters) may include support cards (support characters) that are not linked to a specialty training. A friendship training occurrence possible state may be set for a support card (support character) that is not linked to a specialty training, regardless of the training item to be placed, on the condition that the bond parameter of the support character is equal to or greater than a predetermined value. Alternatively, a friendship training occurrence possible state may not be set for a support card (support character) that is not linked to a specialty training.

[0251] As described above, in this embodiment, the conditions for setting a state in which friendship training can occur are that the bond parameter of the support character is a predetermined value or greater, and that the support character is placed in a pre-set training item.

[0252] As described above, in each turn, a fragment item is linked to each training item. Although not shown in FIG. 19A and FIG. 19B, the speed operation section 221, the stamina operation section 222, the power operation section 223, the willpower operation section 224, and the wisdom operation section 225 each display a suggestion icon 216. Then, when the selected training is successful, the character to be trained acquires the fragment item linked to the selected training item. The fragment item will be described later.

[0253] 19C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation units 221-225 in a provisionally selected state, training corresponding to operation unit 221-225 to which the operation was input is executed. When the training is executed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.

[0254] Although not shown in the figure, when normal joint training is performed, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0255] In addition, if a training session in which a friendship training occurrence state is set is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that satisfies the setting conditions for the friendship training occurrence state.

[0256] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state in which friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0257] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training occurrence possible state. For example, assume that four support characters, characters A, B, C, and D, are placed in a stamina training item. At this time, assume that characters A, B, C, and D all satisfy the setting conditions for the friendship training occurrence possible state. In this case, a friendship training-only performance is executed in which characters A, B, C, and D are displayed simultaneously or in order on the training result notification screen 220a.

[0258] In addition, the friendship training-only performance is a content in which a character who meets the setting conditions for the friendship training occurrence possible state and the character to be trained train together. Therefore, it can be said that the friendship training occurrence possible state is set not only for the training item but also for the support character.

[0259] Although not shown in the figure, an effect is superimposed on a placed character icon 228 corresponding to a placed character for which a friendship training occurrence possible state has been set. This allows the player to identify which placed character friendship training will occur for. Furthermore, when a friendship training occurrence possible state is set for any training item, an effect is also superimposed on the training operation section 215b of the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training occurrence possible state has been set.

[0260] Furthermore, on the training result reporting screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.

[0261] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 19A or 19B is successful is added. Also, the display in the physical strength display section 211 is updated according to the training item that was performed. When the training of speed, stamina, power, or tenacity is successful, physical strength decreases. On the other hand, when the training of wisdom is successful, physical strength is restored.

[0262] Furthermore, if training is unsuccessful, a prescribed penalty is given. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty given when the failure rate is high can be more disadvantageous (for example, a larger decrease in the numerical value of stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty given when the failure rate is low.

[0263] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Also, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0264] 19D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. In the event screen 220b, various events are executed. Note that multiple events may occur during one turn.

[0265] For example, when the first hint event or the second hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.

[0266] The events include a first hint event and a second hint event that provide skill hints, as well as an event that recovers stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. As will be described in detail later, the events include an event in which the turn in which it occurs is predetermined, and an event that occurs when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0267] FIG. 20A is a first diagram for explaining an inheritance event. FIG. 20B is a second diagram for explaining an inheritance event. FIG. 20C is a third diagram for explaining an inheritance event. FIG. 20D is a fourth diagram for explaining an inheritance event. In the above-mentioned factor activation turn, an inheritance event occurs with the start of the turn. This inheritance event is a scenario-common event described later, and always occurs in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 31st turn, and the 55th turn are set as factor activation turns, but here, a case where an inheritance event occurs in the 31st turn will be described.

[0268] When the 31st turn starts, first, as shown in FIG. 20A, the character to be raised and an operation part marked "Touch" are displayed on the event screen 220b. When the operation part displayed on the event screen 220b is tapped, an animation image including the character to be raised and two inherited characters is displayed as shown in FIG. 20B. When the operation part is tapped, a lottery is performed to determine whether or not to activate all factors possessed by a total of six characters to be raised, including the first and second inherited generations.

[0269] Then, as shown in Fig. 20C, the factors that have been selected by lottery and have been determined to be activated are displayed, and then, as shown in Fig. 20D, the types of ability parameters or aptitude parameters that increase as a result of the activation of the factors and the increase values ​​are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Fig. 18A is displayed, and the player can select one of the items. At this time, the increase values ​​of the ability parameters or aptitude parameters displayed in the inheritance event are added to the status display section 213.

[0270] Fig. 21A is a first diagram illustrating the skill screen 230. Fig. 21B is a second diagram illustrating the skill screen 230. When the skill operation section 215c of the top screen 210 is operated, the skill screen 230 shown in Fig. 21A is displayed on the display 26. The skill screen 230 displays a skill point display section 214. As described above, the skill point display section 214 displays the current skill points possessed by the character to be trained (player).

[0271] A skill display area 231 is provided below the skill point display section 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display column 232 displays acquired skills, skills previously set for the character to be trained, skills acquired as a result of the occurrence of various events, etc. Note that, although three skill display columns 232 are displayed in the skill display area 231 in FIG. 21A, when a slide operation is input to the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.

[0272] The skill display area 231 displays the name of the skill, the conditions for activating the skill, and the effect when the skill is activated. In addition, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the skill points required to acquire the skill. In addition, the required points display section 233 is provided with an operation section marked "+" or "-". The player can select the skill displayed in the skill display column 232 by operating the operation section marked "+". In addition, the player can cancel the selection state of the skill displayed in the skill display column 232 by operating the operation section marked "-".

[0273] When a first or second hint event occurs for a possessed skill, the skill points consumed to acquire the possessed skill are discounted. Also, when the character's hint level is enhanced before the start of the training game, the skill points consumed to acquire the possessed skill are discounted. Here, for the possessed skill for which a hint has been acquired, the discounted skill points are displayed in the required points display area 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display area 232.

[0274] Furthermore, on the skill screen 230, skill display fields 232 corresponding to acquireable skills and skill display fields 232 corresponding to unacquirable skills are distinguished from each other. For example, skill display fields 232 corresponding to acquired skills and skill display fields 232 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that, in place of the required points display section 233, an icon marked "Acquired" is displayed in the skill display fields 232 corresponding to acquired skills.

[0275] In addition, below the skill display area 231, a decision operation section 235a, a reset operation section 235b, and a return operation section 235c are provided. When the decision operation section 235a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.

[0276] For example, assume that in the state shown in Fig. 21A, a skill corresponding to the skill display column 232 displayed at the top of the skill display area 231 is acquired. In this case, with the acquisition of the skill, the skill screen 230 is updated as shown in Fig. 21B. Here, the skill display column 232 displayed at the top of the skill display area 231 is displayed grayed out. Furthermore, the skill point display section 214 displays the remaining skill points after the skill is acquired.

[0277] 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.

[0278] Fig. 22A is a first diagram illustrating a race selection screen 240. When the race operation unit 215f on the top screen 210 is operated, the race selection screen 240 shown in Fig. 22A is displayed. The race has a game nature in which a character to be trained races against a so-called non-player character (hereinafter, referred to as NPC).

[0279] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected by the race selection operation section 241 of the race selection screen 240 are preset for each turn.

[0280] In addition, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a stipulated number of fans as an entry condition. For races in which the stipulated number of fans is not met, the entry conditions are displayed on the race selection operation unit 241 as shown in FIG. 22A, and a notice is given that the race cannot be selected. In addition, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 240.

[0281] FIG. 22B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated with the race event of the race to be participated selected by the race selection operation unit 241, the race start screen 250 shown in FIG. 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 in the race to any strategy by operating the strategy change screen.

[0282] 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.

[0283] FIG. 22C is a first diagram for explaining the race result screen 260. FIG. 22D is a second diagram for explaining the race result screen 260. When the playback of the race video ends, and when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 22C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Also, as shown in FIG. 22D, the race result screen 260 displays the current class of the characters to be trained.

[0284] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0285] Fig. 23 is a third diagram for explaining the training screen 220. As shown in Fig. 23, suggestion icons 216 are displayed in the speed operation section 221, the stamina operation section 222, the power operation section 223, the willpower operation section 224, and the intelligence operation section 225. In addition, a knowledge table confirmation icon 217, a utility display area 218, and a special utility icon 219 are displayed in the upper left corner of the training screen 220. Three types of suggestion icons 216 are provided. The suggestion icons 216 are displayed in a manner that allows the character to be identified.

[0286] FIG. 24A is a diagram explaining the relationship between special characters and fragment items. The training main game has a story, and the training main game progresses in accordance with the story. Three special characters, special characters A, B, and C, appear in the story. Therefore, during the training main game, effects are generated in which the three special characters are displayed in various scenes.

[0287] There are six types of fragment items. Here, there are speed fragments, stamina fragments, power fragments, guts fragments, intelligence fragments, and skill fragments. Each of these six fragment items is linked to one of three special characters. Specifically, special character A is linked to the speed fragments and power fragments. Special character B is linked to the stamina fragments and guts fragments. Special character C is linked to the intelligence fragments and skill fragments.

[0288] FIG. 24B is a diagram explaining the conditions for acquiring a fragment item. In each turn, one fragment item is always placed, that is, linked, to a total of eight selection items, including rest, going out, race, and five training items. For example, at the start of each turn, it is determined by lottery which of the three special characters will be placed for each of the above eight selection items. Here, the selection probability of the special characters A, B, and C is equal for all eight selection items. However, the selection probability of the special characters A, B, and C may differ depending on the selection item. In the top screen 210 and the training screen 220, a suggestion icon 216 corresponding to the special character determined by lottery is superimposed on each operation unit.

[0289] Each of the three special characters is associated with a special character ID as a first attribute. At the start of a turn, the special character ID to be placed in each selection item is determined.

[0290] Then, when the special character to be placed is determined, a utility ID indicating the type of utility is determined as the second attribute. The utility ID is linked to information indicating the type of fragment, such as speed or stamina, and information such as parameters indicating the content of the utility. Therefore, the utility ID can be said to be information indicating a fragment item.

[0291] Here, based on the determined special character, any of the utility IDs, i.e., the fragment item, is determined. For example, it is assumed that special character A is determined as the special character to be placed in the rest selection item. In this case, as shown in FIG. 24A, in the lottery based on special character A, either the utility ID of the speed fragment or the power fragment is determined. Similarly, for example, it is assumed that special character B is determined as the special character to be placed in the stamina selection item. In this case, in the lottery based on special character B, either the utility ID of the stamina fragment or the guts fragment is determined. Also, for example, it is assumed that special character C is determined as the special character to be placed in the race selection item. In this case, in the lottery based on special character C, either the utility ID of the wisdom fragment or the skill fragment is determined.

[0292] In this manner, in this embodiment, a special character is first determined for each selection item to which a fragment item is to be placed. Then, one of the multiple fragment items linked to the special character is linked to the selection item. Note that the method of determining the fragment item linked to the selection item is not limited to this. For example, one of six types of fragment items may be determined by lottery for each selection item. At this time, the selection probability of the six types of fragment items may be equal for all selection items, or the selection probability may differ for each selection item. Then, a suggestion icon 216 of the special character linked to the determined fragment item may be displayed on each operation unit of the selection item.

[0293] The suggestion icons 216 displayed on the top screen 210 and the training screen 220 suggest the special characters arranged in each selection item. In other words, the player can know the type of fragment item that may be acquired when each selection item is selected. However, the player cannot know which fragment item he or she can acquire.

[0294] For example, suppose that the suggestion icon 216 corresponding to the special character A is displayed on the going out operation unit 215e. At this time, the player can understand that it is possible to acquire a speed fragment or a power fragment by selecting going out. However, when selecting going out, it is not possible to know whether a speed fragment or a power fragment will be acquired.

[0295] However, the suggestion icon 216 displayed for the selection item may be provided for each fragment item. In other words, the player may be able to know in advance the type of fragment item associated with the selection item.

[0296] As shown in FIG. 24B, conditions for acquiring a fragment item are preset for each selection item. For rest, going out, and racing, the acquisition condition is set to be that the respective selection item is selected. On the other hand, for each of the five training items, the acquisition condition is set to be that the selected training is successful. Therefore, if a training is selected and performed but the training fails, the fragment item cannot be acquired.

[0297] However, the above acquisition conditions are merely examples. For example, when a break or an outing is selected, a fragment item may be acquired only with a predetermined probability. For example, when a race is selected, a fragment item may be acquired by winning the race. For example, when training is selected, a fragment item may be acquired regardless of success or failure. Note that, in this example, a fragment item is linked to the selection item of a race, but a fragment item may also be linked to each type of race.

[0298] 25 is a first diagram for explaining the knowledge table dialogue 300. When the knowledge table confirmation icon 217 is operated on the top screen 210 or the training screen 220, the knowledge table dialogue 300 is displayed. Here, the game nature of this embodiment will be explained using the knowledge table dialogue 300. The knowledge table dialogue 300 is provided with a fragment display area 301, a first crystal display area 302, a second crystal display area 303, and a goddess' wisdom display area 304.

[0299] The fragment display area 301 includes eight icon display areas 301a, 301b, 301c, 301d, 301e, 301f, 301g, and 301h. The eight display areas of the fragment display area 301 are displayed aligned in the left-right direction. The first crystal display area 302 is provided above the fragment display area 301. The first crystal display area 302 includes four icon display areas 302a, 302b, 302c, and 302d. The four display areas of the first crystal display area 302 are displayed aligned in the left-right direction.

[0300] The second crystal display area 303 is provided above the first crystal display area 302. The second crystal display area 303 includes two icon display areas 303a, 303b. The two display areas of the second crystal display area 303 are displayed aligned in the left-right direction. The goddess wisdom display area 304 is provided above the second crystal display area 303. The goddess wisdom display area 304 includes one icon display area 304a. Therefore, a total of 15 display areas are provided in the knowledge table dialogue 300.

[0301] When a character to be trained acquires a fragment item, an icon corresponding to the acquired fragment item is displayed in one of the display sections of fragment display area 301. Here, each time a fragment item is acquired, icons are displayed in sequence in fragment display area 301, from icon display section 301a to icon display section 301h. Note that information indicating the display position, i.e., an ID that distinguishes between icon display sections 301a to 301h in FIG. 25, is associated with the acquired fragment item.

[0302] 26 is a second diagram for explaining the knowledge table dialogue 300. When the character to be trained acquires the first fragment item, the utility icon 218a and the suggestion icon 216 are displayed in the icon display section 301a. Note that, in this case, in order to facilitate understanding, it is assumed that the suggestion icon 216 is displayed in each display section. However, display of the suggestion icon 216 is not essential.

[0303] As described above, six types of fragment items are provided, and each fragment item is linked to one of three special characters. In the knowledge table dialogue 300, it is desirable to be able to identify the special characters linked to the fragment items. Therefore, for example, when the suggestion icon 216 is not displayed, it is advisable to assign colors such as red, blue, and green as image colors to each of the three special characters. Then, the display unit on which the utility icon 218a is displayed is displayed in the image color of the special character linked to the acquired fragment item. In this way, the special character linked to the acquired fragment item can be identified.

[0304] While the utility icon 218a is displayed in the icon display section 301a, the utility corresponding to the utility icon 218a, i.e., the acquired fragment item, is activated. Therefore, when the character to be trained acquires a fragment item and the utility icon 218a is displayed in the icon display section 301a, the first utility is activated.

[0305] Here, the fragment item acquired by the character to be trained is called a fragment of knowledge. In other words, the character to be trained possesses the fragment item that it has acquired as a fragment of knowledge. Suppose that the character to be trained possesses the first fragment of knowledge and acquires a new fragment item from the next turn onward. In this case, the character to be trained possesses two fragments of knowledge, and the utility icon 218a and the suggestion icon 216 are displayed in the icon display section 301b. Therefore, in this state, the utility of the first fragment of knowledge and the utility of the second fragment of knowledge are valid.

[0306] While the character being trained has a knowledge fragment, the utility of that knowledge fragment is activated. Then, when the number of knowledge fragments held becomes an even number, one first crystal is generated from two knowledge fragments held. Here, the first crystal is a fragment item that is placed in the selection item.

[0307] For example, when the character to be trained possesses the second piece of knowledge, the first first crystal is generated. The character to be trained possesses the generated first crystal. The first crystal (fragment item) is associated with a utility, and the utility icon 218a and suggestion icon 216 corresponding to the utility are displayed in the icon display section 302a of the first crystal display area 302.

[0308] When the utility icon 218a is displayed on the display section of the first crystal display area 302, the utility corresponding to the displayed utility icon 218a is activated. In other words, when the second knowledge piece is possessed, the utility linked to the second knowledge piece and the utility linked to the first first crystal are simultaneously activated.

[0309] In FIG. 25, the numbers 1 to 15 shown on each display unit indicate the order in which the utility icons 218a and the like are displayed. As described above, when the first fragment item is acquired, the utility icon 218a is displayed in the icon display unit 301a. After that, when the second fragment item is acquired, the utility icon 218a is displayed in the icon display unit 301b. At this time, a first crystal is generated based on the first fragment item acquired and the second fragment item acquired. The first crystal is generated so as to take over from one of the two fragment items.

[0310] For example, suppose the first fragment item acquired is a speed fragment, and the second fragment item acquired is a stamina fragment. In this case, the first crystal will be generated with a 50% probability of either a speed fragment or a stamina fragment. In this way, the first crystal is generated with two knowledge fragments (fragment items) as parents. Then, one of the types of the two parent knowledge fragments is inherited by the first crystal. In this way, when the character to be trained possesses the first crystal, the utility associated with the first crystal (fragment item) in his / her possession becomes effective.

[0311] Also, as shown in FIG. 26, when the third fragment item is acquired, the utility icon 218a is displayed in the icon display section 301c. After that, when the fourth fragment item is acquired, the utility icon 218a is displayed in the icon display section 301d. At this time, similarly to the above, the second first crystal is generated based on the third and fourth fragment items. When the second first crystal is generated, the utility icon 218a is displayed in the icon display section 302b of the first crystal display area 302.

[0312] Here, when the number of first crystals held becomes an even number, one second crystal is generated from two first crystals held. The second crystal is a fragment item. A utility is associated with the second crystal (as a fragment item), and the utility icon 218a and suggestion icon 216 corresponding to the utility are displayed in the icon display section 303a of the second crystal display area 303.

[0313] Secondary crystals are generated using two primary crystals as parents. Then, one of the types of the two parent primary crystals is inherited by the secondary crystal. As with knowledge fragments and primary crystals, the state of the secondary crystals generated with their utility activated is considered to be in the possession state. In other words, when the character being trained possesses a secondary crystal, the utility associated with the possessed secondary crystal (as a fragment item) is activated.

[0314] When the utility icon 218a is displayed on the display unit of the second crystal display area 303, the utility corresponding to the displayed utility icon 218a is activated. In other words, when the fourth fragment item is acquired, the utility associated with the fourth knowledge fragment, the utility associated with the second first crystal, and the utility associated with the first second crystal are simultaneously activated.

[0315] 27 is a third diagram illustrating the knowledge table dialogue 300. When the fifth to eighth fragment items are acquired, the first and second crystals are generated in the same manner as described above. When the eighth fragment item is acquired, the second second crystal is generated, and the utility icon 218a is displayed in the icon display section 303b of the second crystal display area 303.

[0316] When the number of second crystals held becomes an even number, one Goddess' Wisdom is generated from the two held second crystals. Specifically, when the second second crystal is generated, one Goddess' Wisdom is generated. The Goddess' Wisdom generated at this time is linked to one of three special characters. A suggestion icon 216 corresponding to the special character linked to the Goddess' Wisdom is displayed in the icon display section 304a of the Goddess' Wisdom display area 304. In other words, it can be said that three types of Goddess' Wisdom are provided for each special character here.

[0317] In addition, a special utility is linked to the Goddess' Wisdom, and the special utility is activated when a certain activation condition described below is met. The player can activate the special utility at any time. In other words, even if the Goddess' Wisdom is generated, the special utility will not be activated until the activation condition is met. In the following, the state of the Goddess' Wisdom with no activated special utility will be referred to as the possessed state.

[0318] FIG. 28 is a diagram for explaining a method for determining the wisdom of the goddess. As described above, the first crystal is generated by inheriting one of the two parent fragments of knowledge (fragment items). Also, the second crystal is generated by inheriting one of the two parent first crystals (fragment items). Since a special character is linked to the fragment item, the first crystal and the second crystal will inherit the special character. And the wisdom of the goddess is inherited by one of the special characters linked to the two second crystals. In other words, it can be said that the type of wisdom of the goddess is determined based on the special character linked to the two second crystals.

[0319] Here, among the special characters tied to the two second crystals, the special character that is tied to the most number of knowledge fragments is inherited by the Goddess' Wisdom. For example, as shown in FIG. 28, three special characters A (white characters in the figure), four special characters B (black characters in the figure), and one special character C (cross-hatched character in the figure) are tied to knowledge fragments (fragment items). In this case, special character B is tied to the most knowledge fragments.

[0320] However, special character B is not bound to the second crystal. Therefore, special character B is not inherited by the Goddess' Wisdom. In this example, of special characters A and C bound to the second crystal, special character A is bound to more knowledge fragments than special character C. Therefore, the Goddess' Wisdom is bound to special character A.

[0321] FIG. 29 is a diagram explaining the utility of fragment items. As described above, there are six types of fragment items: speed fragments, power fragments, stamina fragments, guts fragments, wisdom fragments, and skill fragments. If you have a fragment item as a knowledge fragment, first crystal, or second crystal, the utility set for the fragment item you have is activated. As shown in FIG. 29, if you have a speed fragment, the speed parameter increases by "1" when speed training is successful. Therefore, for example, if you have three speed fragments, the speed parameter increases by "3".

[0322] For example, if you have a speed fragment as your first crystal, your speed parameter will increase by "1" when you successfully train your speed. Here, the first crystal will inherit one of the two parent knowledge fragments (fragment items). In this case, if the special characters linked to the two parent knowledge fragments (fragment items) are different, an exchange bonus will be granted.

[0323] Specifically, let's say the two parent knowledge fragments are a speed fragment and a stamina fragment. Special character A is linked to the speed fragment, and special character B is linked to the stamina fragment. In this case, since the special characters linked to the two knowledge fragments that are the parents of the first crystal are different, an exchange bonus is granted. If you have a speed fragment as your first crystal and an exchange bonus is granted, when speed training is successful, your speed parameter will increase by "2".

[0324] In addition, if you have a Speed ​​Fragment as your second crystal, your speed parameter will increase by "2" if you are successful in speed training. In addition, the second crystal will inherit one of the two parent first crystals. In this case, if the special characters linked to the two parent first crystals are different, an exchange bonus will be granted in the same way as above. If you have a Speed ​​Fragment as your second crystal and an exchange bonus is granted, your speed parameter will increase by "3" if you are successful in speed training.

[0325] Similarly to the speed fragments described above, the power fragments, stamina fragments, guts fragments, and wisdom fragments are set with the utility of increasing the parameters when the power, stamina, guts, and wisdom training is successful, as shown in Figure 29. Additionally, skill fragments are set with the utility of increasing the skill points acquired when training is successful, as shown in Figure 29, regardless of the training item.

[0326] Here, we have set up an interaction bonus, but it is not essential. Also, we have set up that the utility of a fragment item is greater when it is a second crystallized knowledge fragment than when it is a knowledge fragment. However, conversely, the utility of a fragment item may be greater when it is a knowledge fragment than when it is a second crystallized knowledge fragment, or the utility may be the same in all states.

[0327] As shown in Fig. 27, the knowledge table dialogue 300 is provided with a close operation section 300a and an effect confirmation operation section 300b. When the close operation section 300a is operated, the knowledge table dialogue 300 is hidden. When the effect confirmation operation section 300b is operated, an activated effect list dialogue (not shown) is displayed. This activated effect list dialogue displays all the effects that are currently activated by possessing knowledge fragments, first crystals, and second crystals.

[0328] Also, as shown in FIG. 27, when the utility icon 218a or the suggestion icon 216 is displayed on all display sections, that is, when the player has the Goddess' Wisdom, "Can be learned" is displayed in the Goddess' Wisdom display area 304. This suggests to the player that the Goddess' Wisdom can be learned. Also, when the player has the Goddess' Wisdom, a learning operation section 300c is provided in the knowledge table dialogue 300. When the learning operation section 300c is operated, a confirmation screen (not shown) is displayed. When a specific operation is input on the confirmation screen, the special utility provided by the Goddess' Wisdom is enabled. In the following, inputting a specific operation on the confirmation screen is referred to as learning the Goddess' Wisdom.

[0329] When you acquire Goddess Wisdom, the special effects are activated and all fragment items you possess (Knowledge Fragment, 1st Crystal, 2nd Crystal) are reset. This disables any active effects that were activated by possessing fragment items. In other words, by acquiring Goddess Wisdom, the special effects are activated and active effects are disabled.

[0330] When all of the knowledge fragments, first crystals, and second crystals possessed are reset, all of the utility icons 218a and suggestion icons 216 are erased from the knowledge table dialogue 300. The player can also learn the Goddess' Wisdom at any time. Therefore, the player can continue to possess the Goddess' Wisdom over multiple turns. However, while possessing the Goddess' Wisdom, fragment items are not placed in the selection items, and new fragment items cannot be acquired. The character to be trained can acquire fragment items again by learning the Goddess' Wisdom.

[0331] In addition, the special characters are linked to an inheritance level as a parameter. When the Goddess' Wisdom is acquired, the inheritance level of the special character linked to the acquired Goddess' Wisdom increases. A special character display area 305 is provided at the top of the knowledge table dialogue 300. In the special character display area 305, suggestion icons 216 indicating each special character and the current inheritance level of the special character are displayed.

[0332] The initial inheritance level of special characters is set to "0". And each time the Goddess' Wisdom is acquired, the inheritance level increases by "1". However, there is a limit to the inheritance level of special characters. In this case, the upper limit of the inheritance level is "5".

[0333] FIG. 30 is a diagram explaining special utilities. Special utilities are set for each type of Goddess Wisdom. In other words, special utilities are provided for each special character. In other words, when Goddess Wisdom is acquired, the special utility corresponding to the special character linked to the acquired Goddess Wisdom is activated. As shown in FIG. 30, special utilities include active effects and passive effects. Active effects are time-limited utilities with a set validity period. Passive effects are utilities that are permanently active thereafter until the end of the training main game.

[0334] Here, a different active effect is set for each special character. Specifically, a training bonus is set as an active effect for special character A. The training bonus is a bonus that maximizes the training level (here, "5"). Here, the effective period of the training bonus is set to 4 turns.

[0335] In addition, a hint event bonus is set for the special character B as an active effect. The hint event bonus is a bonus that increases the probability of a hint event occurring. In addition, when the hint event bonus is activated, a predetermined parameter increases when a hint event occurs. In this example, the valid period of the hint event bonus is set to 2 turns.

[0336] In addition, the special character C has a friendship bonus set as an active effect. The friendship bonus is a bonus that allows friendship training to occur regardless of the special training of the support character placed. In this case, the friendship bonus is set to be effective for three turns.

[0337] The contents of the active effect and the effective period shown in FIG. 30 are merely examples. The active effect set for the special character, i.e., the Wisdom of the Goddess, may be common to all special characters. Also, the active effect does not necessarily have to be a time-limited utility.

[0338] Passive effects include common effects and individual effects. Common effects are utilities that are valid for all special characters. In this case, the common effect is the utility of increasing the increase in ability parameters when training is successful. Specifically, the increase in ability parameters when training is successful is calculated based on a predetermined arithmetic formula. A correction value according to the level of the special character is input into this arithmetic formula. At this time, the larger the correction value input, the greater the increase in ability parameters when training is successful.

[0339] Here, as shown in FIG. 30, the higher the level of the special character, the higher the correction value, i.e., the increase in ability parameters when training is successful. For example, if the level of special character A is "1" and the levels of special characters B and C are "0", the correction value is "10". Also, for example, if the levels of special characters A, B, and C are all "5", the correction value is "75".

[0340] In this case, the correction values ​​corresponding to the three special characters are added. However, the correction values ​​corresponding to the three special characters may be multiplied. Also, as a common effect, instead of inputting the correction value into the calculation formula, a predetermined correction value may be directly added to the increase in the ability parameter when the training is successful.

[0341] Like active effects, individual effects are utilities set for each special character. Special character A has an individual effect of reduced stamina consumption. Reduced stamina consumption is a utility that reduces the stamina consumed when training. Here, a correction value according to the level of the special character is input into the formula that calculates the stamina consumption. At this time, the larger the correction value input, the smaller the stamina parameter consumption value when training is performed.

[0342] Special character B is also set with the individual effects of increasing the hint occurrence rate and increasing the event occurrence rate. These effects of increasing the hint occurrence rate and increasing the event occurrence rate increase the occurrence rate of hint events and specified events that occur each turn. Here, a correction value according to the level of the special character is input into the calculation formula that determines whether or not each event occurs. At this time, the larger the correction value input, the higher the occurrence rate of each event.

[0343] Special character C also has individual effects set for the support event effect and increased occurrence rate. The support event effect and increased occurrence rate are utilities that increase the occurrence rate of support events that occur each turn and the effects that are granted when they occur. Here, a correction value according to the level of the special character is input into the formula that determines whether or not a support event will occur. At this time, the larger the correction value input, the higher the occurrence rate of support events.

[0344] Note that the contents of the passive effects shown in FIG. 30 are merely an example. For example, only common effects or only individual effects may be provided as passive effects set for a special character, i.e., Goddess Wisdom. Also, here, active effects and passive effects are provided as special utilities. However, only either the active effect or the passive effect may be provided as a special utility. Alternatively, the player may be able to select a special utility to be activated from among a plurality of special utilities.

[0345] FIG. 31A is a first diagram illustrating the effect details dialog 310. FIG. 31B is a second diagram illustrating the effect details dialog 310. When the special character display area 305 (see FIG. 27) is operated in the knowledge table dialog 300, the effect details dialog 310 is displayed. The effect details dialog 310 is provided with a switching tab 310a for switching the type of special character. The names of the three special characters are displayed in the switching tab 310a.

[0346] When a special character is selected in the switching tab 310a, a description of the active effect set for the selected special character is displayed in an effect explanation field 310b of the effect details dialog 310. An information icon 310c is also provided in the effect details dialog 310. When the information icon 310c is operated, a level-specific effect field 311 is displayed in the effect details dialog 310, as shown in FIG. 31B.

[0347] The level-specific effect column 311 displays an explanation of the passive effect corresponding to each inheritance level from inheritance level 1 to inheritance level 5. Furthermore, in the effect details dialog 310, the level-specific effect column 311 corresponding to the inheritance level of the current special character is highlighted. Here, the level-specific effect column 311 corresponding to the inheritance levels other than the current special character inheritance level is displayed in gray. Furthermore, the effect details dialog 310 is provided with a close operation section 310d. When the close operation section 310d is operated, the knowledge table dialog 300 is displayed on the display 26.

[0348] The effect details dialog 310 allows the player to easily understand the special effects of the Goddess' Wisdom. This improves the convenience of the player. Also, as shown in FIG. 27, the knowledge table dialog 300 is provided with a history icon 300d. When the history icon 300d is operated, a history dialog 315 is displayed.

[0349] FIG. 32 is a diagram illustrating the history dialogue 315. The history dialogue 315 displays a knowledge table corresponding to the Goddess' Wisdom that has been acquired so far. For example, in the training main game, if the Goddess' Wisdom has been acquired five times, the knowledge table has been reset five times. The history dialogue 315 displays a past knowledge table 316 in which fragment items have been reset, which is a knowledge table that records the process up until the Goddess' Wisdom was generated.

[0350] Here, as shown by cross-hatching in the figure, the past knowledge table 316 is displayed in a grayed-out state. By displaying the past knowledge table 316 in a grayed-out state, the possibility that the player will mistake the past knowledge table 316 for the current knowledge table is reduced. When there are multiple past knowledge tables 316, switching operation units 317 are provided to the left, right, and below the past knowledge table 316. The player can change the past knowledge table 316 displayed in the history dialog 315 by operating the switching operation units 317.

[0351] Above the past knowledge table 316, the wisdom of the goddess generated by the past knowledge table 316 currently displayed in the history dialogue 315 is displayed in an identifiable manner. Also, below the history dialogue 315, a close operation section 315a is provided. When the close operation section 315a is operated, the history dialogue 315 is closed and the knowledge table dialogue 300 is displayed. In this way, the history dialogue 315 allows the player to check utilities that have been activated in the past, improving convenience for the player.

[0352] As described above, according to this embodiment, a fragment item linked to a selection item is acquired by the player's selection. The type of Goddess' Wisdom, i.e., the content of the special utility, is determined by the acquired fragment item. The player can then freely select the timing for acquiring the Goddess' Wisdom, i.e., the timing for activating the special utility. This increases the strategic level required of the player, increases the interest of the game, and increases the player's motivation to play.

[0353] 33 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.

[0354] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that may occur during the training main game are predetermined.

[0355] 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.

[0356] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario appears only when the first scenario is selected, and does not appear when another scenario is selected.

[0357] A scenario-common event is an event that appears in common across multiple scenarios, and therefore appears when the first scenario is selected and when the second scenario is selected.

[0358] Here, it is assumed that scenario events include scenario-specific events and scenario-common events, although only one of the scenario-specific events and the scenario-common events may be provided.

[0359] As described above, the dedicated events are events that are set in advance for each character. In the training main game, a dedicated event appears for the character that the player registered as the character to be trained in the setting game, i.e., in the preparation stage processing.

[0360] As described above, the support event is an event that is preset for each support card. In the training main game, a support event appears that is linked to the support card that the player registered in the setting game. The support events include a first event that may occur at the start of a turn and a second event that may occur after training is performed. Whether or not the first event occurs is determined at the start of a turn based on a random number obtained randomly and a first event table.

[0361] After the determination process of each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.

[0362] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage process, but may be a support event associated with a support card selected by lottery from among all support cards implemented in the game. However, the selection probability of a support event associated with a support card registered in the deck is higher than the selection probability of a support card event associated with a support card not registered in the deck.

[0363] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event and a support event will occur is determined based on the character to be trained and the support card, respectively. These event types are classified according to the information that is referenced when determining whether an event will occur.

[0364] In contrast, in this embodiment, each event is classified into one of six event classifications depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event classifications: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.

[0365] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character to be trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character to be trained. The story event is an event that displays a story related to the characters that appear in the training game. Some story events change ability parameters or aptitude parameters in addition to displaying a story.

[0366] 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.

[0367] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining a dedicated event. Here, illustration and description of the process for determining a scenario event and the process for determining a dedicated event are omitted. The turn start processing includes the processes shown in FIG. 33, "process for determining whether a first event occurs", "process for determining a special character ID", "process for determining a utility ID", "process for determining whether a character is placed and the training items to be placed", "process for setting a state in which friendship training can occur", "process for determining an increase value of an ability parameter", and "process for setting a state in which a second event can occur". In addition to these, various other processes are executed in the turn start processing, but here, the processes shown in FIG. 33 will be described in order.

[0368] <Process to determine whether the first event has occurred> In the process of determining whether or not to generate a first event, the first event to be generated is determined by lottery from among the support events associated with all the support cards provided by the administrator. At this time, the probability of winning the support event associated with the support card registered in the deck by the player in the preparation stage process is set to be high.

[0369] <Process to determine special character ID> As mentioned above, at the start of a turn, one of six types of fragment items is placed in each of the eight selection items: rest, going out, racing, and five training items. Here, for each selection item, one of three special characters, i.e., a special character ID, is first determined by lottery.

[0370] In this case, all three special characters are always placed in at least one selection item in one turn. For example, after the special characters to be placed in the eight selection items are determined, it is confirmed whether all three special characters are placed in any one selection item. At this time, if all three special characters are not placed, a process may be performed in which a special character that is not placed in any selection item is forcibly changed. Alternatively, the drawing of fragment items may be repeated for all eight selection items until all three special characters are placed.

[0371] <Process to determine utility ID> Once the special character ID is determined, a utility ID is then determined based on the special character ID. Here, one of two types of utility IDs linked to the special character ID is determined by lottery (see FIG. 24A). As a result, piece items specified by the special character ID and utility ID are placed for the eight selection items. Note that here, the utility IDs that can be determined are predetermined for each special character ID. However, the utility ID may be determined independently of the special character ID.

[0372] <Process to determine whether or not to place a character and the training items to be placed> 34 is a diagram for explaining the allocation ratio for the training items. An arrangement determination table is stored in the player terminal 1 and the server 1000, and the training items in which the characters are to be allocated are determined based on the arrangement determination table. In this embodiment, the training items are determined for all the support characters and the story characters based on the character identification information.

[0373] Here, the placement determination table is provided for each character identification information, and the placement ratio for each training item is different for each placement determination table. Specifically, according to the placement determination table for support characters and specific characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed", "stamina", "power", "tenacity", and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and specific characters is used when the character for which the placement is to be determined is set as a support character and is also set as a specific character.

[0374] According to the placement decision table for specific characters, the decision to not place it in any training is set at 20%, and the decision to place it in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This placement decision table for specific characters is used when the target character is not set as a support character and is set as a specific character.

[0375] According to the support character placement decision table, the decision to place the character in no training is set at 30%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% each. This support character placement decision table is used when the target character is set as a support character and is not set as a specific character.

[0376] According to the placement decision table for other characters, the decision to place the character in any training is set to 50%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and intelligence is set to 10%. The placement decision table for other characters is used when the target character is not set as either a support character or a specific character. The placement decision table for other characters may be used, for example, when the target character is a story character.

[0377] As described above, a favorite 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 arrangement determination table shown in FIG. 34 so that the selection probability of the favorite training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) such that the arrangement probability for a predetermined training item is increased. A change is made to a support character to which such an effect is linked so that the arrangement probability for a predetermined training item is increased.

[0378] 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".

[0379] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the training items are determined for the characters is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which it has been determined to place a character, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit number may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0380] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to a lottery result. Also, the method of determining the training items to which characters are to be placed is not particularly limited.

[0381] When the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.

[0382] <Process to set the state in which friendship training can occur> Returning to FIG. 33, once the placement information is determined as described above, a state in which friendship training can occur is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training can occur state are met for the extracted support character. As described above, here, the setting conditions for the friendship training can occur state are set such that the training item in which the support character is placed is a speciality training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.

[0383] The friendship training occurrence possible information is then linked to the support characters that satisfy the setting conditions for the friendship training occurrence possible state. The friendship training occurrence possible information is also linked to the training item in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are placed. This sets the friendship training occurrence possible state.

[0384] <Process to determine the increase in ability parameters> In a turn in which training can be performed, the increase in ability parameters upon successful training is determined for each training item.

[0385] FIG. 35A is a diagram for explaining a training level table. As shown in FIG. 35A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, each training level related to speed, stamina, power, guts, and wisdom is set to "Level 1", when the number of times each training is selected is 4 or more and 7 or less, each training level is set to "Level 2", when the number of times each training is selected is 8 or more and 11 or less, each training level is set to "Level 3", when the number of times each training is selected is 12 or more and 15 or less, each training level is set to "Level 4", and when the number of times each training is selected is 16 or more, each training level is set to "Level 5".

[0386] Here, a case has been described in which the training level increases according to the number of times the training is selected. However, the conditions for increasing the training level are not limited to this. For example, the training level may increase or decrease by lottery. Alternatively, the training level may change according to the number of turns. Note that the training level is not essential.

[0387] 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.

[0388] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0389] Stamina training is also performed, and if successful, the values ​​of the stamina and tenacity ability parameters are increased.

[0390] Additionally, power training is performed, and if successful, the values ​​of the stamina and power ability parameters are increased.

[0391] Furthermore, guts training is performed, and if successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0392] Additionally, intelligence training is performed, and if successful, the values ​​of the speed and intelligence ability parameters are increased.

[0393] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a fixed increase value determined in accordance with the training item and training level performed to a bonus addition value, which will be described later, and then adding that value to the fixed increase value.

[0394] Fig. 35B is a diagram for explaining a fixed increase value (speed) table. Also, Fig. 35C is a diagram for explaining a fixed increase value table (power). That is, Fig. 35B shows a fixed increase value when the training item is speed. Also, Fig. 35C shows a fixed increase value when the training item is power.

[0395] As shown in Figures 35B and 35C, the fixed increase value table stores fixed increase values ​​determined according to the training item and training level performed. In this embodiment, as shown in Figures 35B and 35C, the higher the training level, the greater the increase in ability parameter.

[0396] Although not described here, there are also provided fixed increase value tables for the training items stamina, tenacity, and wisdom selected.

[0397] In addition, in this embodiment, many conditions for adding ability parameters are provided. Examples of the conditions for adding include that a specific character or a support character is placed in a training item. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be developed. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0398] Additionally, the benefits of the Knowledge Fragment, First Crystal, and Second Crystal, as well as the special benefits of the Goddess' Wisdom, are included in the additive conditions.

[0399] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Moreover, the friendship bonus addition rate is calculated for each character placed in the training item.

[0400] For example, suppose that the friendship bonus addition rate is 20% and three characters with a friendship bonus possible state are placed in the same training item. In this case, the friendship bonus addition rate is 60%. In this way, the increase in ability parameters increases as the friendship bonus addition rate is multiplied.

[0401] <Processing to set the second event occurrence state> Returning to Fig. 33, for a support character placed in any training item, a state in which a second event can occur is set. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0402] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. When a player selects a training item in which a support character is placed in which a second event can be set, the second event occurs after the training item is executed.

[0403] In addition, a second event may be set to occur in each of a plurality of support characters arranged in one training item. In this case, only one of the second events for which a possible occurrence state is set may be executed when the training is performed. Also, all of the second events for which a possible occurrence state is set may be executed.

[0404] As described above, in the training main game, the player can increase the ability parameters of the character to be trained as the turns proceed. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0405] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information on the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.

[0406] Furthermore, when the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, and the like at the time of the end of the training game. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time of the end of the training game.

[0407] Further, a breeding rank is set for each breeding character based on the evaluation points. The breeding rank is an index showing the strength of the breeding character, and a range of evaluation points is associated with each breeding rank. For example, a breeding rank of "A+" is assigned to a breeding character with an evaluation point of 13000 to 14499, and a breeding rank of "S" is assigned to a breeding character with an evaluation point of 14500 to 15499. In this way, by assigning a breeding rank based on the evaluation points, the approximate strength of the breeding character becomes easy to understand. The breeding character information also includes the evaluation points and the breeding rank.

[0408] Fig. 36A is a first diagram illustrating the training completion screen 330. Fig. 36B is a second diagram illustrating the training completion screen 330. Fig. 36C is a third diagram illustrating the training completion screen 330. When the training game ends, as shown in Fig. 36A, the training completion screen 330 is displayed on the display 26. On the training completion screen 330, first, the training rank of the trained character is displayed, and then, as shown in Fig. 36B, an evaluation point is displayed.

[0409] 36C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.

[0410] When the training game ends, a lottery is held for the factors acquired by the training character, and the factor information is linked to the training character and stored. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 330. The lottery for the factors is held according to preset conditions for each factor type. The probability of acquiring the factor, etc. is set based on the result of the training game.

[0411] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0412] (Functional configuration of player terminal 1) 37 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0413] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Fig. 37 are just examples, and the terminal-side game control program includes many other programs.

[0414] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, the data storage area 12b is provided with many other storage units. Here, information directly related to the game, such as the training game (hereinafter referred to as game information) is stored in the game information storage unit 751. In addition, various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training character trained in the training game is stored in the game information storage unit 751. In addition, all information other than the game information, such as information about the player or other players, setting information of the player terminal 1, etc., is considered to be player information. The player information is stored in the player information storage unit 750.

[0415] 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.

[0416] 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.

[0417] When various information is set in the player terminal 1, the information setting processing unit 700a stores information related to the setting as player information in the player information storage unit 750. In addition, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0418] The training game executing unit 701a executes all processing related to the training game. Specifically, the training game executing unit 701a executes a preparation stage process and a training stage process.

[0419] 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.

[0420] (Functional configuration of server 1000) 38 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0421] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that the programs listed in Fig. 38 are just examples, and the server-side game control program includes many other programs.

[0422] The data storage area 1012b is provided with a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Note that the data storage area 1012b is also provided with many other storage units. Here, the game information of all players is linked to a player ID and stored in the game information storage unit 1151. Also, the player information of all players is linked to a player ID and stored in the player information storage unit 1150.

[0423] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.

[0424] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game end processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.

[0425] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.

[0426] The training game execution unit 1101a executes all processing related to the training game.

[0427] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines factors that the trained characters will acquire by lottery. Then, the training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training is stored in the game information storage unit 1151 in association with the player ID.

[0428] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific processing contents and the range of player information they store are different. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0429] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0430] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 39 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the training game. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is any integer), and the processing in the server 1000 is indicated as Sn (n is any integer).

[0431] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input of the player. In this information setting processing, update information is transmitted to the server 1000. In the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0432] In addition, the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, friend information, which is information about friends, is updated. In addition, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to execute the training game. When the game points are below the upper limit value, the information setting processing unit 700a and 1100a measure time and grant a predetermined amount of game points to the player at predetermined time intervals.

[0433] When a training game start operation is input in the player terminal 1 to start the training game, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0434] 40 is a flowchart for explaining the preparation stage process (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the operation input of the player.

[0435] Specifically, when a display switching operation for switching the display of the screen is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation of the character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays the character detail screen 160. Also, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays the character strengthening screen 165. Also, when a selection operation (operation of the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0436] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game executing unit 701a provisionally registers the provisionally stored character as a character to be trained. Furthermore, the training game executing unit 701a acquires information on a representative character extracted according to a predetermined extraction condition, such as a representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0437] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-2). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Also, when a selection operation (operation of the training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input has been performed as an inheritance character, and switches the display screen.

[0438] 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 .

[0439] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation of the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0440] 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.

[0441] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, the training game executing unit 701a switches the display screen of the display 26 when a display switching operation for switching the display screen is input.

[0442] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game executing unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input has been performed, and switches the display screen.

[0443] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game executing unit 701a executes a preparation stage completion process (P6-5). Here, the training game executing unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and transmits confirmation information to the server 1000 if the game points are equal to or greater than the predetermined value.

[0444] The confirmation information includes information for identifying the provisionally registered character to be trained, the inherited character, and the support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, the inherited character, and the support card.

[0445] 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.

[0446] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the reservation selection information of the temporarily stored preset. This ends the preparation stage completion process, and the training main game starts.

[0447] 41 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the characters owned, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0448] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). In S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0449] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of the player, that is, if the training character that the player himself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0450] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on the day is less than three times (S6-8).

[0451] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a judges whether the player has 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is judged whether the formation condition is satisfied. If the player has 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0452] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there is no abnormality in the training target character, inherited character, and support card, and the organization conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the training target character, inherited character, and support card, or if the organization conditions for using the representative character of another player are not met, the training game executing unit 1101a sets disapproval information (S6-14) and causes the player terminal 1 to receive it. When disapproval information is received, the final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0453] Returning to FIG. 39, when the preparation stage process (P6, S6) is completed, the training game executing unit 701a executes the training stage process (P7) in the player terminal 1. During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1.

[0454] In the following, a description will be given of the training stage process (P7) executed in the player terminal 1 and the training stage process (S7) executed in the server 1000. However, in order to facilitate understanding, the process in the player terminal 1 and the process in the server 1000 will be described in an appropriately reversed order.

[0455] 42 is a flowchart explaining the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing or presentation related to the current turn is completed.

[0456] 43 is a flowchart explaining the turn start processing in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0457] The training game execution unit 1101a also executes an event occurrence determination process (S10-4). Here, the training game execution unit 1101a determines which events should occur in the current turn, including scenario events, dedicated events, and first events. Here, the event occurrence rate and the like are corrected based on the currently enabled special utility of the goddess' wisdom.

[0458] The training game executing unit 1101a also executes a fragment item placement process to place the fragment item in the selection item (S10-5). Here, if it is a turn in which the fragment item can be placed in the selection item and there are less than eight pieces of knowledge currently possessed, the above-mentioned "process to determine special character ID" and "process to determine utility ID" in FIG. 33 are executed. This associates the fragment item with the selection item.

[0459] If the current turn is not a race-limited turn (NO in S10-6), the training game executing unit 1101a executes a placement character determination process (S10-7). Here, the training game executing unit 1101a determines by lottery whether or not to place specific characters such as support characters and story characters, and the training items to be placed, for each of them based on the placement presence / absence table (FIG. 34). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the character with the determined training items and stores them.

[0460] Next, the training game executing unit 1101a executes a friendship training setting process (S10-8). Here, the "process for setting a friendship training possible state" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a extracts a support character placed in any of the training items. Then, it is determined whether each of the extracted support characters satisfies the setting conditions for the friendship training possible state. The training game executing unit 1101a links friendship training occurrence information to a support character that satisfies the setting conditions for the friendship training possible state. In addition, friendship training occurrence possible information is also linked to a training item in which a support character that satisfies the setting conditions for the friendship training possible state is placed.

[0461] It should be noted that, as a special benefit, when the above-mentioned friendship bonus is activated, friendship training occurrence information is linked regardless of the special training of the support character placed in the training item.

[0462] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-9). Here, the "process for determining an increase value of an ability parameter" described with reference to FIG. 33 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.

[0463] 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 or not other addition conditions, such as the currently enabled utility of the knowledge fragments, first crystals, and second crystals, or the special utility of the goddess's wisdom, are established, and determines the final increase value of the training item to be processed based on the established addition condition. The determination of the final increase value of the ability parameter is performed for each training item.

[0464] Although detailed explanation is omitted, in the ability parameter determination process, the amount of stamina consumed or the amount of stamina recovered when each training item is executed is determined. 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. Here too, the amount of stamina consumed, the amount of stamina recovered, and the failure rate of training are corrected based on the currently activated utility of the fragment of knowledge, the first crystal, the second crystal, or the special utility of the wisdom of the goddess.

[0465] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-10). Here, the "process for setting the second event occurrence possible state" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a determines by lottery whether or not a support event preset in a support card linked to a training item will occur. Note that here too, the occurrence rate of the support event is corrected based on the currently activated special utility of the goddess' wisdom.

[0466] 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 (S10-11).

[0467] Returning to FIG. 42, after the turn start processing ends, when a skill acquisition command indicating the acquisition of any possessed skill is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a updates skill information, such as skill acquisition information (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 training game executing unit 1101a causes the player terminal 1 to receive the updated skill information.

[0468] Furthermore, when a learning command indicating the acquisition of the Goddess' Wisdom is received from the player terminal 1 (YES in S7-4), the training game execution unit 1101a executes the learning process (S7-5). Here, the following processes are executed: updating the acquisition information of the Goddess' Wisdom; activating the special utility; setting the effective period (number of turns) of the active effect of the special utility; resetting the possessed knowledge fragments, first crystals, second crystals, and Goddess' Wisdom; resetting the knowledge table; and invalidating the utility of the fragment items that are activated. Furthermore, the server 1000 waits until it receives a selection command from the player terminal 1 (S7-4).

[0469] 44 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands selectable by the player based on the current number of turns.

[0470] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, and the like based on the received game information. Specifically, the training game executing unit 701a displays fragment items in eight selection items on the top screen 210 and the training screen 220. The training game executing unit 701a also displays a placement character icon 228 for each training item on the training screen 220. The training game executing unit 701a also performs display control of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation unit corresponding to the training item set to a friendship training occurrence possible state and on the training operation unit 215b of the top screen 210.

[0471] Furthermore, when the skill operation unit 215c is operated (YES in P7-4), the training game execution unit 701a executes a skill screen display process (P7-5) that displays the skill screen 230. Furthermore, when the knowledge table related operation unit related to the knowledge table is operated (YES in P7-6), the training game execution unit 701a executes a knowledge table related process (P10). Note that the knowledge table related operation unit includes, for example, the knowledge table confirmation icon 217, the close operation unit 300a, the effect confirmation operation unit 300b, the learning operation unit 300c, the history icon 300d, the special character display area 305, the information icon 310c, and the close operation unit 310d.

[0472] Fig. 45 is a flowchart explaining the knowledge table-related processing in the player terminal 1. When a learning operation is input to instruct the learning of the Goddess' Wisdom (YES in P10-1), the training game executing unit 701a updates the inheritance level of the special character linked to the Goddess' Wisdom (P10-2). The training game executing unit 701a also activates the special utility. Here, the effective period (number of turns) set for the active effect is set.

[0473] The training game executing unit 701a also resets the knowledge fragment, the first crystal, the second crystal, and the goddess' wisdom (P10-4), and invalidates the utility activated by the fragment items (P10-5). The training game executing unit 701a also displays an acquisition effect image suggesting the acquisition of the goddess' wisdom (P10-6). The training game executing unit 701a also transmits an acquisition command to the server 1000 (P10-7). Furthermore, if an operation other than the acquisition operation is input to the knowledge table related operation unit (NO in P10-1), the training game executing unit 701a switches the screen of the display 26.

[0474] Returning to Fig. 44, 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 P7-7). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215a, the health room operation unit 215d, the outing operation unit 215e, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the willpower operation unit 224, the intelligence operation unit 225, an operation to decide the race event, and the like.

[0475] When the turn end operation is input (YES in P7-7), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-8). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-9).

[0476] Returning to FIG. 42, when a selection command is received from the player terminal 1 (YES in S7-6), the training game executing unit 1101a executes a selection command receiving process (S20).

[0477] 46 is a flowchart for explaining the selection command reception process in the server 1000. When a selection command indicating an operation input of the going out operation unit 215e is received (YES in S20-1), the training game execution unit 1101a performs the going out execution process (S20-2). Here, a going out event that increases the parameters of physical strength and condition is determined. In addition, the parameters of physical strength and condition are updated based on the determined going out event.

[0478] When a selection command indicating an operation input of the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. In addition, the physical strength parameter is updated based on the determined rest event.

[0479] When a selection command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a simulation of the race is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained and the development of the race, and the determined reward is granted to the player.

[0480] 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 failure rate calculated in advance. Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10). Note that here, ability parameters and the like are updated as determined in S10-9 at the start of training. Also, here, the value of the bond parameter of the placed character is updated.

[0481] Furthermore, when a selection command indicating an operation input of the infirmary operation unit 215d is received (NO in S20-8), the training game executing unit 1101a executes the infirmary execution process (S20-11). Here, for example, the negative parameters of the character to be trained are eliminated.

[0482] In addition, when the outing execution process (S20-2), the rest execution process (S20-4), the race execution process (S20-6), or the training success determination process (S20-9) is executed, the training game execution unit 1101a executes a fragment item acquisition process (S21).

[0483] FIG. 47 is a flowchart for explaining the fragment item acquisition process in the server 1000. When the acquisition condition is met (YES in S21-1), the training game executing unit 1101a stores acquisition information of the fragment item (S21-2). This acquisition information includes information (ID) indicating the display position where the suggestion icon 216 and the utility icon 218a are displayed in the knowledge table dialogue 300. Here, the acquired fragment item is stored as a piece of knowledge. Also, here, the acquisition condition is set to be that the outing execution process (S20-2), the rest execution process (S20-4), and the race execution process (S20-6) have been performed, and that training has been successful.

[0484] The training game executing unit 1101a activates the utility of the acquired fragment item (S21-3). Then, if the number of possessed pieces of knowledge is an even number (YES in S21-4), the training game executing unit 1101a determines the fragment item that will become the first crystal (S21-5). Here, the first crystal is determined based on the two parent pieces of knowledge. Then, the training game executing unit 1101a activates the utility of the first crystal (S21-6).

[0485] If the number of first crystals owned is an even number (YES in S21-7), the training game executing unit 1101a determines a fragment item that will become a second crystal (S21-8). Here, the second crystal is determined based on the two parent first crystals. Then, the training game executing unit 1101a activates the utility of the second crystal (S21-9).

[0486] If the number of second crystals held is an even number (YES in S21-10), the training game execution unit 1101a determines and stores the goddess's wisdom (S21-11). Here, the goddess's wisdom is determined based on the two parent second crystals. Then, the training game execution unit 1101a enables the learning operation unit 300c (S21-12).

[0487] 46, if there is valid period information indicating the valid period of the special utility (YES in S20-12), the training game executing unit 1101a subtracts the number of turns (valid number of turns) as the valid period (S20-13). If the valid number of turns is 0 (YES in S20-14), the training game executing unit 1101a invalidates the active effect, which is the special utility (S20-15).

[0488] Then, the training game execution unit 1101a sets result information including the results of the above-mentioned outing execution process, rest execution process, race execution process, reward granting process, health room execution process, and success determination process, as well as various updated information, and causes the player terminal 1 to receive it (S20-16).

[0489] Returning to FIG. 44, when the player terminal 1 receives the result information from the server 1000 (YES in P7-9), the training game executing unit 701a executes a result information receiving process (P20).

[0490] 48 is a flowchart explaining the result information receiving process in the player terminal 1. The training game executing unit 701a determines an execution pattern of the effect based on the received result information (P20-1). Then, the training game executing unit 701a executes the effect in the execution pattern determined in P20-1 (P20-2). Here, when the training for which the friendship training occurrence possible state is set is successful, a friendship training-only effect is executed.

[0491] Specifically, in P20-1, the training game execution unit 701a identifies a character that is linked to the successful training item and the friendship training occurrence possible information. Then, the training game execution unit 701a determines an execution pattern for the identified character and the friendship training dedicated effect that corresponds to the executed training item. In the friendship training dedicated effect determined at this time, the character that is linked to the friendship training occurrence possible information is displayed.

[0492] Furthermore, if a second event occurs (YES in P20-3), the training game executing unit 701a executes effects for the event that occurs (P20-4). The training game executing unit 701a also updates parameters based on the received result information (P20-5). Then, when all effects to be executed in the current turn have been completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed by the same process as described above.

[0493] Returning to FIG. 39, when the above-mentioned growth stage process (S7) is completed in the server 1000, The training game end processing unit 1102a executes the training game end processing (S8).

[0494] 49 is a flowchart explaining the training game end process in the server 1000. The training game end processing unit 1102a derives an evaluation point based on various parameters of the character to be trained (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).

[0495] The raising game end processing unit 1102a also determines factors that the raised character will acquire (S8-3). The raising game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The raising game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the raising rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are given not to the raised character but to the character that is the basis for the raised character.

[0496] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some of the story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.

[0497] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player (S8-7). The training game end processing unit 1102a also links training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., to the player ID of the player, and stores it in the game information storage unit 1151 (S8-8). The training game end processing unit 1102a also sets training result information, and causes the player terminal 1 to receive it (S8-9).

[0498] Returning to Fig. 39, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game end processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays the training completion screen 330 (see Figs. 36A, 36B, and 36C) on the display 26 based on the training result information.

[0499] The above-mentioned training game is realized by the above-mentioned processing. Furthermore, training character information relating to a training character trained (created) by the training game is stored in association with a player ID. Note that the above-mentioned processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-mentioned processing may be executed only by the player terminal 1 or only by the server 1000.

[0500] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.

[0501] The game characteristics and the processes in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Also, in the above embodiment, the player can select each turn, and the command to end the turn is merely an example. For example, in the above embodiment, only a part of the command to end the turn may be provided.

[0502] In the above embodiment, the number of fragment items that the player can acquire by selecting a selection item, i.e., the number of knowledge fragments, is eight. When eight knowledge fragments are acquired, the goddess' wisdom, i.e., the special utility, is determined. In other words, when the number of acquired fragment items reaches a specified number (eight), the player can select the learning operation unit 300c. In other words, when the number of acquired fragment items reaches the upper limit, the player can activate the special utility.

[0503] However, the learning operation unit 300c may be selectable when the number of acquired fragment items reaches a predetermined number that is less than a prescribed number (upper limit). In this case, the wisdom of the goddess may be generated based on the fragment items possessed when the learning operation unit 300c is operated.

[0504] In the above embodiment, the wisdom of the goddess is generated based on eight pieces of knowledge. However, the wisdom of the goddess may be generated based on some pieces of knowledge, such as the pieces of knowledge that were acquired in odd or even order among the eight pieces of knowledge.

[0505] In the above embodiment, the first crystal is determined based on the two pieces of knowledge. At this time, the special character linked to the first piece of knowledge and the special character linked to the second piece of knowledge are each inherited to the first crystal with a 50% probability.

[0506] However, for example, a priority order may be set for the pieces of knowledge, and a special character linked to a piece of knowledge with a higher priority order may be passed on to the first crystal. As an example, a piece of knowledge acquired in an odd-numbered order may be set to have a higher priority order than a piece of knowledge acquired in an even-numbered order. In this case, the first crystal may always have a special character linked to the piece of knowledge acquired in an odd-numbered order. Similarly, a second crystal may be generated based on two first crystals, and at this time, a special character linked to the first or third first crystal may always be passed on to the second crystal.

[0507] In the above embodiment, a utility is linked to the fragment item, and the utility is activated based on the acquisition of the fragment item. This utility is also deactivated based on the acquisition of the Goddess' Wisdom. However, a utility linked to the fragment item is not essential. The utility linked to the fragment item may be permanently activated until the end of the training game. Furthermore, the utility of the fragment item may continue to be activated while the special utility is activated by the acquisition of the Goddess' Wisdom. In this case, the effective period of the utility of the fragment item ends at the same time as the effective period of the special utility ends.

[0508] In the above embodiment, the first crystal is determined based on two pieces of knowledge, and the second crystal is determined based on two pieces of first crystal. Then, the goddess' wisdom, i.e., the special utility, is determined based on two pieces of second crystal. However, the first crystal and the second crystal are not essential. For example, in the above embodiment, after four first crystals are determined based on two pieces of knowledge, the goddess' wisdom may be determined based on four first crystals. Alternatively, the goddess' wisdom may be determined based on eight pieces of knowledge without determining the first crystal and the second crystal.

[0509] In the above embodiment, one of the special utilities associated with three types of special characters is determined. However, the special utility may be determined by lottery or the like each time. For example, if the special utility is an increase in a skill parameter, the increase value or correction value of the skill parameter may be determined randomly.

[0510] In addition, in the above embodiment, the inheritance level is managed for each special character, and the higher the inheritance level, the greater the benefit of the special utility. However, the inheritance level is not essential, and the same special utility may always be enabled regardless of the number of times the Goddess' Wisdom has been acquired.

[0511] Also, in the above embodiment, when the learning operation section 300c is enabled in the knowledge table dialogue 300, the suggestion icon 216 corresponding to the special character, i.e., the special utility, is always displayed in the goddess' wisdom display area 304. That is, the image corresponding to the special utility is displayed in association with the learning operation section 300c. However, in order to make the enabled special utility clearer, for example, the suggestion icon 216 may be superimposed on the learning operation section 300c. In any case, it is desirable that the image corresponding to the special utility is displayed in association with the learning operation section 300c. However, displaying the image corresponding to the special utility is not essential.

[0512] In the above embodiment, the fragment items associated with each selection item are determined by lottery. However, the fragment items associated with each selection item may be predetermined. In this case, the same fragment items are placed in each selection item in every turn. Alternatively, the fragment items associated with each selection item may be predetermined for each turn.

[0513] In the above embodiment, the information indicating the display positions at which the suggestion icon 216 and the utility icon 218a are displayed in the knowledge table dialogue 300 is stored based on the order of acquisition of the fragment items. However, the information indicating the display positions at which the suggestion icon 216 and the utility icon 218a are displayed may be selectable by the player. In other words, the player may be able to select the display positions at which the suggestion icon 216 and the utility icon 218a are displayed when the fragment items are acquired.

[0514] In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processes.

[0515] (Processing performed by a computer) In a game including multiple turns, a process that allows a player to select one of multiple commands for ending a turn for each turn (P7-2 as an example in the embodiment). A process (S21-2 as an example in the embodiment) of storing acquisition information of a predetermined game medium (a fragment item as an example in the embodiment) based on a command selected by a player. A process of ending a turn based on the selection of a command (P20 in the embodiment as an example). A process (S21-11, for example, in the embodiment) of determining a special utility that will be activated when a special command (the learning operation unit 300c, for example, in the embodiment) is selected by the player based on a predetermined number (8, for example, in the embodiment) of predetermined game media that has been acquired. A process for validating the determined special utility when a special command is selected (P10-3, S7-5 in the embodiment as an example).

[0516] In addition, the special utility includes a time-limited utility in which a number of turns is set as the validity period, and the time-limited utility may be valid during the validity period.

[0517] In addition, based on the acquisition of a specified game medium, a process may be executed (S21-3 is an example in the embodiment) to activate a first utility (the utility of a fragment item is an example in the embodiment) linked to the acquired specified game medium, and a process may be executed (P10-5 is an example in the embodiment) to disable the first utility based on the selection of a special command.

[0518] Furthermore, when the number of acquired predetermined game media reaches a prescribed number, a process (S21-12 in the embodiment as an example) may be executed that allows the player to select a special command.

[0519] In addition, a process (S21-8, as an example in this embodiment) may be executed to determine a second utility (a utility linked to the second crystal, as an example in this embodiment) based on a number of specified game media (four, as an example in this embodiment) less than a predetermined number. The process of determining the special utility may determine the special utility based on a plurality of second utilities (two, in the embodiment, as an example).

[0520] The process of determining the special utility may determine one of a plurality of types of special utility provided in advance.

[0521] In addition, a process (P10-2 as an example in the embodiment) may be executed to manage information (inheritance level as an example in the embodiment) linked to the number of times the special utility has been activated for each type of special utility. And the more times it is activated, the greater the benefit of the special utility may be provided during the game.

[0522] Also, a process (P10-8 as an example in the embodiment) of displaying an image corresponding to a special utility in association with a special command selectable by the player may be executed.

[0523] It should be noted that some of the functions of the training game described in the above embodiment may not be provided. Also, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and for example, all of the programs for executing the above game may be stored in the player terminal 1.

[0524] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]

[0525] 1 Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by the player; ending the turn based on the selection of the command; a process of generating new predetermined game media in addition to the plurality of predetermined game media acquired based on the plurality of predetermined game media; a process of simultaneously validating utilities associated with the acquired plurality of predetermined game media and utilities associated with the generated predetermined game media; An information processing program that causes a computer to carry out the above.

2. A process of displaying, in association with the command, a display corresponding to the type of utility associated with the predetermined game medium that can be obtained based on the selection of the command; 2. The information processing program according to claim 1, which causes a computer to execute the steps of:

3. A process for determining the type of utility to be linked to the generated predetermined game media based on the type of utility linked to the plurality of acquired predetermined game media; 3. The information processing program according to claim 1, which causes a computer to execute the following.

4. The process of determining the type of utility to be linked to the generated predetermined game medium comprises: determining one of the types of utility associated with the plurality of predetermined game contents that have been acquired as the type of utility to be associated with the generated predetermined game contents; The information processing program according to claim 3 .

5. First information is linked to the plurality of predetermined game media; a process of granting a bonus to the utility associated with the predetermined game media generated based on the first information associated with the plurality of predetermined game media; have a computer carry out the 3. The information processing program according to claim 1.

6. A process for allowing a player to select a special command when the number of acquisitions of the predetermined game media reaches a predetermined number; a process of invalidating the acquired utilities associated with the plurality of predetermined game media and the generated utilities associated with the predetermined game media based on the selection of the special command; have a computer carry out the 3. The information processing program according to claim 1.

7. 1. An information processing method performed by one or more computers, comprising: In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by the player; ending the turn based on the selection of the command; a process of generating new predetermined game media in addition to the plurality of predetermined game media acquired based on the plurality of predetermined game media; a process of simultaneously validating utilities associated with the acquired plurality of predetermined game media and utilities associated with the generated predetermined game media; An information processing method including:

8. one or more computers; The computer In a game including a plurality of turns, a process of allowing a player to select one of a plurality of commands for ending each turn; a process of storing acquisition information of a predetermined game content based on the command selected by the player; ending the turn based on the selection of the command; a process of generating new predetermined game media in addition to the plurality of predetermined game media acquired based on the plurality of predetermined game media; a process of simultaneously validating utilities associated with the acquired plurality of predetermined game media and utilities associated with the generated predetermined game media; A game device that performs the above.