Program, information processing system, and information processing method

JP2024157558A5Pending Publication Date: 2026-06-26CYGAMES INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-05-30
Publication Date
2026-06-26

AI Technical Summary

Benefits of technology

【0012】 上記本発明のプログラム、情報処理システム、および情報処理方法では、対戦結果の優秀度が低いほど評価が高くなる評価基準に基づいて特定パラメータの更新量が決定され、特定パラメータが所定値に達した場合に対戦に有利となる特殊効果を獲得可能として対戦バランスを好適に調整可能としたので、初級プレーヤから上級プレーヤまで幅広いプレーヤ層が対戦を楽しむことができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program, an information processing system, and an information processing method allowing a wide range of players to enjoy a match.SOLUTION: The amount of update of an event parameter is determined on the basis of an evaluation criterion in which evaluation becomes higher when a degree of excellence of a race result is lower, the event parameter is updated so as to approach the maximum value according to the race result, and control is performed so as to be capable of acquiring an event skill advantageous to a race when the event parameter reaches the maximum value.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which a plurality of players participate and compete against each other. [Background technology]

[0002] Conventionally, there are known horse racing games in which a character based on a racehorse is trained and the trained character competes against other characters in races, and baseball games in which a character based on a baseball player is trained and the trained character participates in a match and competes against other characters, etc. For example, there is an information processing system that provides a match function in which a player competes against a randomly matched opponent player (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7126578 Summary of the Invention [Problem to be solved by the invention]

[0004] With conventional battle functions, when a beginner player and an advanced player are matched up, the battle tends to develop one-sidedly, raising concerns that the beginner player may not be able to fully enjoy the battle.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a program, an information processing system, and an information processing method that allow a wide range of players to enjoy a match. [Means for solving the problem]

[0006] (1) The present invention relates to a program for a game in which multiple players participate in a match, which causes a computer to function as a match result evaluation unit that evaluates the match results based on predetermined evaluation criteria to determine the amount of update for a specific parameter and updates the specific parameter so that it approaches a predetermined value in accordance with the match result, and a match balance adjustment unit that makes it possible to acquire a special effect that is advantageous in the match when the specific parameter reaches a predetermined value, and the match result evaluation unit determines the amount of update for the specific parameter based on the predetermined evaluation criteria, which gives a higher evaluation the lower the quality of the match result.

[0007] (2) In the present invention, the match result evaluation unit may determine an update amount for the specific parameter such that the specific parameter can be additionally obtained when the match result is a narrow defeat.

[0008] (3) In the present invention, specific conditions are set for making the special effects function effectively, and the battle balance adjustment unit may allow the player to use items related to the achievement of the specific conditions at his or her discretion.

[0009] (4) In the present invention, the match result evaluation unit may calculate an evaluation value based on other evaluation criteria in which the evaluation value is higher the more excellent the match result is, and may award a reward according to the sum of the evaluation values.

[0010] (5) The present invention relates to an information processing system for a game in which multiple players participate and compete against each other, comprising a battle result evaluation unit that evaluates the battle result based on predetermined evaluation criteria to determine the amount of update for a specific parameter and updates the specific parameter so that it approaches a predetermined value in accordance with the battle result, and a battle balance adjustment unit that makes it possible to acquire a special effect that is advantageous in the battle when the specific parameter reaches the predetermined value, wherein the battle result evaluation unit determines the amount of update for the specific parameter based on the predetermined evaluation criteria, which gives a higher evaluation the lower the quality of the battle result.

[0011] (6) The present invention is an information processing method for a game in which a plurality of players participate in a match, comprising: a match result evaluation step for evaluating the match result based on a predetermined evaluation criterion to determine an update amount for a specific parameter, and updating the specific parameter so as to approach a predetermined value in accordance with the match result; and a match balance adjustment step for making it possible to acquire a special effect that is advantageous in the match when the specific parameter reaches the predetermined value, wherein in the match result evaluation step, the amount of update for the specific parameter is determined based on the predetermined evaluation criterion, which gives a higher evaluation the lower the quality of the match result.

[0012] In the program, information processing system, and information processing method of the present invention, the update amount of a specific parameter is determined based on an evaluation criterion in which the lower the quality of the match result, the higher the evaluation. When a specific parameter reaches a predetermined value, it is possible to acquire a special effect that is advantageous in the match, making it possible to suitably adjust the match balance, so that a wide range of players, from beginners to advanced players, can enjoy matches. [Brief description of the drawings]

[0013] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the information processing system. [Diagram 2] FIG. 2 is a functional block diagram of a server in the information processing system. [Diagram 3] 13A and 13B are diagrams illustrating an event parameter update setting table and an event skill setting table. [Figure 4] FIG. 2 is a functional block diagram of a player terminal in the information processing system. [Diagram 5] FIG. 2 is a diagram for explaining an outline of a competition race event. [Figure 6] FIG. 13 is a diagram showing a progress flow of the main stage in a competitive racing event. [Figure 7] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of a race character confirmation dialogue displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of a skill acquisition effect executed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a race preparation dialogue displayed on a player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a race preparation dialogue displayed on a player terminal. [Figure 12] FIG. 13 is a diagram showing an example of a race preparation dialogue displayed on a player terminal. [Figure 13] FIG. 13 is a diagram showing an example of a race entry confirmation dialogue displayed on a player terminal. [Figure 14] FIG. 13 is a diagram showing an example of a base screen displayed on a player terminal. [Figure 15] FIG. 13 shows a scene from an image of a race being displayed on a player terminal. [Figure 16] FIG. 13 is a diagram showing an example of an effect display relating to a race entry reward executed on a player terminal. [Figure 17] FIG. 13 is a diagram showing an example of a set end screen displayed on the player terminal. [Figure 18] FIG. 13 is a diagram showing an example of a rank promotion effect executed on a player terminal. [Figure 19] FIG. 13 is a diagram showing an example of a notation character selection dialogue displayed on a player terminal. [Figure 20] FIG. 13 is a diagram showing an example of a notation character confirmation dialogue displayed on a player terminal. [Figure 21] FIG. 13 is a diagram showing a progress flow relating to preparation for holding an extra stage in a competitive racing event. [Figure 22] FIG. 13 is a diagram showing an example of a ranking announcement dialogue displayed on a player terminal. [Diagram 23] FIG. 13 is a diagram showing the progress flow of an extra stage in a competitive racing event. [Figure 24] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Diagram 25] FIG. 13 is a diagram showing an example of a race entry registration screen displayed on a player terminal. [Figure 26] FIG. 13 is a diagram showing an example of a race registration confirmation dialogue displayed on a player terminal. [Figure 27] FIG. 13 is a diagram showing an example of an EX stage participation reward dialog displayed on a player terminal. [Figure 28] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 29] FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal. [Diagram 30] FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal. [Diagram 31] FIG. 13 is a diagram showing an example of a support reward receiving dialogue displayed on a player terminal. [Diagram 32] FIG. 13 is a diagram showing an example of a race playback confirmation dialogue displayed on a player terminal. [Diagram 33] FIG. 13 is a diagram showing a scene of a spectator video immediately before the start of a race, which is displayed on a player terminal. [Diagram 34] FIG. 13 is a diagram showing an example of a camera setting dialogue displayed on the player terminal. [Diagram 35] FIG. 13 is a diagram showing an example of a display executed on a player terminal that displays a list of participating characters. [Diagram 36] FIG. 13 shows a scene from an image of a race being displayed on a player terminal. [Figure 37] FIG. 13 is a diagram showing an example of a race result display screen displayed on a player terminal. [Figure 38] FIG. 13 is a diagram showing an example of a support target process effect executed on a player terminal. [Figure 39] FIG. 13 is a diagram showing an example of a spectator reward receiving dialogue displayed on a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0015] 1. Information Processing System Configuration 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and a player terminal 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server type communication system is constructed.

[0016] The server 20 includes a CPU 21 (control unit), a ROM 22, a RAM 23, a communication unit 24, and a storage device 25.

[0017] The CPU 21 reads out programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the main memory and work area of ​​the CPU 21. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, HDD, or SDD, and stores programs related to the game, identification information such as the ID of the player using the player terminal 40, and various other information for each player required for the game.

[0018] The player terminal 40 is a device for playing the game according to this embodiment, and is, for example, a smartphone, a tablet, a personal computer, a portable game device, a stationary game device installed in a store or at home, etc. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, and a storage device 47.

[0019] The CPU / GPU 41 reads out the programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores the programs required to operate the player terminal 40. A flash memory (NVRAM) may be used instead of the ROM 42. The RAM 43 is used as a temporary storage area such as the main memory and work area of ​​the CPU / GPU 41. The communication unit 44 is composed of a communication module and a communication interface, and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and corresponds to a touch panel, a keyboard, a microphone, etc. Note that if the display unit 56 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or an organic EL display that displays various information such as game images provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, HDD, SDD, etc., and mainly stores programs related to the game and various data related to the game.

[0020] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing the program. The CPU / GPU 41 may also read a program stored in a recording medium removable from the player terminal 40 and execute the program. The program may be supplied to the player terminal 40 in the form of a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.

[0021] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a character (one example of a game medium) based on a racehorse motif is raised and the raised character is entered in a race to compete against other characters. The information processing system 10 of this embodiment has a raising function for raising a character, a competition function for competing in a race between the raised character and other characters, and the following describes a case in which the raising function and the competition function are mainly realized by the player terminal 40. However, the functions described above may be mainly realized by the server 20, or may be shared between the server 20 and the player terminal 40.

[0022] In addition, the information processing system 10 of this embodiment can provide a competitive race event that is held for a limited time as a competitive function, and the competitive race event has a main stage (an example of the first stage) and an extra stage (EX stage: an example of the second stage), and players with high performance in the main stage can advance to the extra stage.

[0023] FIG. 2 is a functional block diagram showing the main functions of the server 20.

[0024] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 40, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.

[0025] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a training target list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.

[0026] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles, factor information), lock status (locked, unlocked), and the character's training history (training conditions (such as information on the selection of inherited characters and support item configuration information), and the performance of races run during training).

[0027] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has ended and whose status has been determined.

[0028] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.

[0029] First, the "character individual ID" is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.

[0030] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID given to identify the type of character to be trained.

[0031] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.

[0032] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. Also, in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.

[0033] The item list includes data on the items, enhancement points, trainer points (TP), and in-game currency owned by the player. In this embodiment, for example, the owned items and the amount of items owned, the amount of enhancement points owned, the amount of trainer points (TP), the amount of in-game currency owned, and the like are stored in the player management database 51 as an item list.

[0034] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.

[0035] Further, the strengthening points are used, for example, to strengthen support items which are items that support the development of a character, and the more the support items are strengthened, the more advantageous the development environment becomes for the character.

[0036] Trainer Points (TP) are points used to train characters using the training function, and when you start training, you can start training a character by consuming the amount of Trainer Points (TP) required for one training session.

[0037] The factor information is information that is linked to a trained character when the character is trained using the training function. In this embodiment, when training a character using the training function, a factor inheritance event occurs as a game event for status reinforcement that affects the abilities of the character to be trained, such as increasing the skill acquisition level or increasing performance parameters, based on the factor information linked to the trained character selected as the inheritance character.

[0038] There are four types of factor information: blue factors, red factors, inherent factors, and white factors. Each factor information has three levels, and the higher the factor level, the more advantageous the effect on status reinforcement. Factor types are further classified into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters, and affect performance parameters. The higher the factor level, the higher the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or leg type suitability, and affect course suitability, distance suitability, or leg type suitability. The higher the factor level, the easier it is to increase suitability in factor inheritance events. Inheritance factors are factor information named after inherent skills, and allow the inherited character to acquire inherent skills. The higher the factor level, the easier it is to raise the acquisition level of inherent skills. The acquisition level of a skill affects the amount of skill points consumed when acquiring a skill, and the higher the acquisition level, the fewer skill points consumed. White factors are factor information that do not belong to any of blue factors, red factors, and inherent factors, and include skill factors, race factors, and scenario factors. Skill factors are factor information named after the name of a skill, which makes it easier to increase the acquisition level of normal skills (skills other than inherent skills), and exist for each type of skill. Race factors are factor information named after the name of a race, which makes it easier to increase at least one of the performance parameters and the acquisition level of normal skills, and the effect differs depending on the type of race. Scenario factors are factor information named after the name of a training scenario, which is factor information related to the training scenario in which the character was trained. When a scenario factor is inherited in a factor inheritance event, multiple performance parameters can be greatly increased, and the increased performance parameters differ depending on the type of scenario factor. In addition, in the factor types described above, factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.

[0039] The server data storage unit 50 also includes a match management database 52, and data related to match race events is stored in the match management database 52. For example, data related to the schedule of match race events, an event parameter update setting table, a rank point acquisition setting table, an event skill setting table, an event skill lottery table, a reward setting table, a matching ID for identifying a race, a player ID of a player participating in a match race event, a character individual ID of a trained character registered by a player to run in the match race event, a player's track record in the match race event (number of races, finishing order, etc.), the player's event parameter acquisition status, rank point acquisition status (the player's total acquired rank points and the total acquired rank points for each character type), the player's league rank, the number of participation tickets held by the player, etc. are stored.

[0040] Event parameters (an example of specific parameters) are parameters required to acquire event skills, and when a race is run on the main stage of a race competition event, the event parameters corresponding to the race results are calculated by referring to the event parameter update setting table, and when one set (five races) is completed, the update contents of the event parameters for one set are notified to the player who requested to run in the race. The event parameters are updated on a race-by-race basis, and the acquired values ​​of the event parameters may be displayed each time the race results of each race are displayed on the player terminal 40.

[0041] FIG. 3(A) is a diagram showing an example of an update setting table for event parameters. In the update setting table for event parameters, the relationship between the acquisition conditions corresponding to the race results and the acquired values ​​of the event parameters is set with an evaluation criterion (one example of a predetermined evaluation criterion) in which the lower the superiority of the match result, the higher the evaluation (the greater the update amount of the event parameters). For example, the acquired value of the event parameters is set to be greater when the highest ranking in one race is third place than when the highest ranking in one race is second place. Also, for example, the acquired value of the event parameters is set to be greater when the highest ranking in one set of five races is second place or less four times than when the highest ranking in one set of five races is second place or less three times. In this embodiment, the total acquired value of the event parameters in one set of five races is the update amount of the event parameters. The evaluation criterion for determining the acquired value of the event parameters can be set according to the type of game. For example, in a game in which the outcome of a match is determined by the score, such as a baseball game or a soccer game, the larger the score difference between the winner and the loser, the greater the acquired value of the event parameters that the loser can obtain. Also, for example, in a fighting game or other action game in which the remaining stamina of characters competing in a battle is related to the outcome of the battle, the event parameter update setting table can be set so that the greater the difference in remaining stamina between the winner and the loser, the greater the event parameter acquisition value that the loser can obtain. Also, for example, in a game in which the outcome of a battle is determined on the condition of a predetermined number of wins, the event parameter update setting table can be set so that the greater the difference in the number of wins between the winner and the loser, the greater the event parameter acquisition value that the loser can obtain.

[0042] In addition, in the event parameter update setting table, the value of the event parameter corresponding to the race result is set so that the event parameter can be additionally obtained if the result of the match is a close defeat. In this embodiment, if the character that came first is not the player's own character, but the player's own character comes second by a nose, a head, or a neck behind the first character, it is determined that the defeat was close, and the acquired value of the event parameter can be additionally obtained. The criteria for determining whether or not a defeat was close can be set according to the type of game. For example, in a game in which the outcome of a match is determined by the score, such as a baseball game or a soccer game, it can be determined that the defeat was close if the difference in the score between the winner and the loser is small (for example, a difference of one point). For example, in a game in which the remaining stamina of the characters competing in a match is related to the outcome, such as a fighting game or other action game, it can be determined that the defeat was close if the difference in the remaining stamina between the winner and the loser is small (for example, less than 10% of the maximum stamina). Also, for example, in a game in which the outcome of a match is determined based on a predetermined number of wins, a loss can be determined to have been a close one if the difference in the number of wins between the winner and loser is small (for example, by one).

[0043] Additionally, the event parameter update setting table includes a setting that allows you to obtain an event parameter value by having participated in a race once, and you can obtain an event parameter value of "+1" or more in each of the five races in one set.

[0044] When an event parameter reaches a maximum value (e.g., 30: an example of a predetermined value), an event skill (an example of a special effect) is set to a player whose event parameter has reached the maximum value, which is randomly selected from a plurality of types of event skills, and the player who has acquired the event skill can activate the effect of the event skill in one set of five races on the main stage. When an event skill is acquired, the event parameter is reset to an initial value (e.g., 0). Note that in this embodiment, a case in which an event skill is set by linking it to a player will be described, but an event skill may be set by linking it to a team consisting of three trained characters that will participate in a race, or an event skill may be set by linking it to an individual trained character that will participate in a race.

[0045] FIG. 3(B) is a diagram showing a setting table of event skills. In this embodiment, seven types of event skills, Event Skill 1 to Event Skill 7, are prepared, and effects are set according to the type of skill. In addition, some event skills are affected by race conditions (motivation, weather, course condition, and frame number) that can be changed by the player by using items. To be more specific, for Event Skill 1, motivation affects the activation of the skill, for Event Skill 2 and Event Skill 3, weather and course condition affect the activation of the skill, and for Event Skill 4 and Event Skill 5, frame number affects the activation of the skill. For this reason, for Event Skill 1 to Event Skill 5, an event skill corresponding item related to the establishment of the activation condition (an example of a specific condition) is set. On the other hand, for Event Skill 6 and Event Skill 7, the activation condition of the skill is not affected by the use of an item, so an event skill corresponding item is not set.

[0046] Rank points (an example of an evaluation value) are parameters for setting the league rank of a player in the main stage, and rank points are awarded according to the race results each time a race is run in the main stage. Rank points are referenced in the matching process in the main stage, and other players with a league rank close to the player's own are matched as opponents. Rank points are also used to rank players after the end of the main stage period, and players whose rank points meet the conditions for participation in the extra stage can participate in races in the extra stage. In the rank point acquisition setting table, rank point values ​​corresponding to the finishing order of a race are set using an evaluation criterion (an example of another evaluation criterion) in which the more excellent the battle results, the higher the evaluation (the more rank points are acquired).

[0047] League rank is an indicator of potential opponents in the main stage, and if the rank points meet the promotion conditions, the league rank will increase. There are four league ranks: bronze, silver, gold, and platinum, and if the league rank increases, you can earn rank-up rewards.

[0048] The game calculation unit 60 performs a calculation required for the progress of the game in response to a request from the player terminal 40, and performs a process of transmitting the calculation result to the player terminal 40, and a process of transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 40, and is mainly realized by the CPU 21 and the communication unit 24. For example, when a request for a training instruction is received from the player terminal 40 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a race simulation with multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the race simulation to the player terminal 40. Also, for example, when a request for participation in a race is received in the battle function, the game calculation unit 60 performs a race simulation with multiple characters including a trained character organized by the player and a trained character organized by the opponent, and transmits the result of the race simulation to the player terminal 40.

[0049] The game calculation unit 60 includes a matching processing unit 61. The matching processing unit 61 performs processing to determine an opponent of a player who has completed character registration in a competitive race event. In the information processing system 10 of this embodiment, when registration of three characters is completed in the main stage of a competitive race event, an input for a matching request (matching input) can be made. When a matching input is made in the player terminal 40 of a player participating in the main stage, a matching request is transmitted from the player terminal 40 to the server 20. In response to the matching request from the player terminal 40, the matching processing unit 61 creates a player list that extracts other players who are candidates for opponents, and randomly extracts other players who will be opponents (one player for each race) in one set of five races from the player list. More specifically, the matching processing unit 62 creates a player list that extracts 100 players by sorting other players who have rank points within a predetermined range based on the rank points of the player who has performed the opponent determination input in order of login. Five players extracted from the player list are assigned to one set of five races, a matching ID common to the five players and a race ID identifying the race in which the five opponent players will compete are assigned, and the five race IDs are linked to this matching ID to create a new battle record in the battle management database 52. This battle record records the battle history (opponents, participating characters, finishing order, time, etc.) for each of the five races in one set of the battle race event.

[0050] Furthermore, the matching processing unit 61 performs a gate lottery to assign race numbers to a total of 12 characters, including 6 characters (3 characters x 2) registered to run by a total of two players, the player who requested the match and his / her opponent, and 6 non-player characters (hereinafter, may be abbreviated as NPCs as necessary), for one set of 5 races on the main stage. In the gate lottery, each character is assigned a race number from "1" to "12" so that they do not overlap with each other. In the simulation processing described later, a race simulation is performed in which the 12 characters line up in order of their race numbers from the inside of the course used in the race and start the race.

[0051] The matching processing unit 61 also performs a condition lottery to determine the race conditions for one set of five races in the main stage. In this embodiment, the weather (randomly selected from four types: sunny, cloudy, rainy, and snowy) and the course condition (randomly selected from four types: good, slightly heavy, heavy, and poor) are determined by the condition lottery. The race conditions determined by the condition lottery are commonly applied to one set of five races, and in the simulation processing described below, a race simulation is performed using the race conditions determined by the condition lottery.

[0052] In the information processing system 10 of this embodiment, opponents for the extra stage of a competitive race event are determined based on the ranking of each player's total rank points acquired in the main stage. The matching processing unit 61 matches the top 96 players in the main stage, who are players participating in the extra stage, with four players per race for a total of 24 races, including the 1st to 12th races in block A and the 1st to 12th races in block B, according to the ranking of rank points, and creates a competition record corresponding to each race in the competition management database 52.

[0053] The game calculation unit 60 includes a simulation processing unit 62. The simulation processing unit 62 performs a race simulation for each of the five races in one set in the main stage of the competitive race event, using a total of 12 characters including six trained characters (3 characters x 2) registered by two players and six non-player characters (NPCs). The simulation processing unit 62 also performs a race simulation for each of the 24 races in total, the first to twelfth races in the A block and the first to twelfth races in the B block, using 12 trained characters (3 characters x 4) registered by four players. In the race simulation, the simulation processing unit 62 performs calculations of race development, running speed, stamina consumption, skill activation lottery, skill activation condition determination, finishing order, time, and the like, based on the status (speed, stamina, power, tenacity, intelligence, course suitability, distance suitability, leg type suitability, running style, and possessed skills) of each character. In particular, in this embodiment, when a player who has acquired an event skill in the main stage requests to enter a race and the conditions for activating the event skill are met, the simulation processing unit 62 executes a race simulation in which the event skill is applied to each of the three trained characters registered by the player to run in the race. The results of the race simulation executed in the main stage and extra stage of the battle race event are recorded in a battle record created in the battle management database 52.

[0054] In the information processing system 10 of this embodiment, the server 20 transmits various processing result information such as the result of matching performed by the matching processing unit 61 and the result of the race simulation performed by the simulation processing unit 62 to the player terminal 40. Also, in the information processing system 10 of this embodiment, the player terminal 40 enables the player terminal 40 to watch the state of the race on the display unit 46 based on the information of the various processing results received from the server 20.

[0055] The game calculation unit 60 includes a match result evaluation unit 63. When a race match is held on the main stage of the race match event, the match result evaluation unit 63 refers to the rank point acquisition setting table stored in the match management database 52, calculates the amount of rank points acquired corresponding to the race result of the trained character of the player who requested to participate in the race, and transmits information on the calculated amount of rank points acquired to the player terminal 40 of the player who requested to participate in the race. In this embodiment, the rank points of each player are managed in the match management database 52 in association with the player ID, and the league rank of each player is determined by the rank points. In addition, the match result evaluation unit 63 grants a race reward to the player for participating in the race on the main stage, and grants a rank-up reward to a player whose rank points meet the league rank promotion condition. Furthermore, the battle result evaluation unit 63 ranks each player in the main stage according to rank points, and permits players whose ranks according to rank points satisfy the conditions for participation in the extra stage at the end of the period in which the main stage is held to participate in battles in the extra stage. When determining players to participate in the extra stage, the criterion for judging the performance of each player in the main stage may not be rank points, but may be the number of wins in races in the main stage or the fastest time among multiple races in the main stage. In other words, the evaluation value for judging the performance of a player in the main stage may be not only the rank points described above, but also the number of wins and the winning time.

[0056] The battle result evaluation unit 63 also tallies up the rank points acquired for each type of character in the main stage for each player, and records the total amount of acquired rank points in the battle management database 52 in association with the player ID and the character type ID. In this embodiment, the total amount of acquired rank points for each type of character is used to determine the selectable conditions for the event-limited title given as a reward in the battle race event. In this embodiment, each player can set his / her own title. The title set for each player is displayed alongside the player's name on a display screen that confirms the player's information. The title set for the player is also displayed to other players who have registered as friends and other players who use the battle function to participate in the same race. The title indicates that the conditions for acquiring the title have been achieved in the game, and the player can appeal to other players about his / her achievements in the game by using the title that he / she has set. Furthermore, the title is an indicator of the achievements in the game, and does not basically affect the progress of the race or the game. However, in some game functions, the title can be used in a process of extracting players who possess a certain title, using the possession of the title as a criterion for judgment.

[0057] In addition, when a race competition is held on the main stage during the period when the main stage of the race competition event is held, the competition result evaluation unit 63 refers to the event parameter acquisition setting table stored in the competition management database 52 to determine the update amount of the event parameter corresponding to the race result, and updates the event parameter of the player who requested to run in the race, among the event parameters managed for each player stored in the competition management database 52, so as to approach the maximum value. If the race result is a predetermined result, the event parameter may be updated so as to move away from the maximum value. For example, in the case where the result of one set of five races on the main stage is a win all five times (the trained character registered to run by the player comes in first), the subtraction value of the event parameter is set in the event parameter acquisition setting table, and the competition result evaluation unit 63 can update the event parameter of the player who won all five races in one set so as to move away from the maximum value.

[0058] The game calculation unit 60 includes an event skill determination unit 64. The event skill determination unit 64 sets an event skill that is advantageous in a battle for a player whose event parameter total has reached the maximum value. In this embodiment, the event parameter is updated when one set of five races has been completed on the main stage, and when the updated event parameter has reached the maximum value, the event skill determination unit 64 executes a lottery with reference to the event skill lottery table stored in the battle management database 52, and transmits information about the event skill determined by the lottery to the player terminal 40 of the participating player whose event parameter has reached the maximum value.

[0059] FIG. 4 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.

[0060] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function and a battle function in cooperation with a terminal data storage unit 70 and a game execution unit 80.

[0061] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage device 47.

[0062] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, and a friend list corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, the development target list, the item list, and the friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the development target list, the item list, or the friend list in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized. Data linked to a player ID, such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, for example, when the application is started.

[0063] The terminal data storage unit 70 includes a training progress data storage unit 72. The training progress data storage unit 72 stores data (training progress data) required for the progress of the training function of characters selectable as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, and the like are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.

[0064] The terminal data storage unit 70 also includes a race control data storage unit 73. The race control data storage unit 73 stores data for controlling the actions of characters and the performance of skill activation when watching a race in which a character has participated in the training function or the battle function, as well as text data and audio data for live race commentary.

[0065] The terminal data storage unit 70 also includes an event data storage unit 74. The event data storage unit 74 stores various data for controlling the battle race event. In this embodiment, the event data storage unit 74 stores data related to the battle race event schedule, management data for the number of participation tickets held, management data for event parameters linked to player IDs, data related to the activation conditions and effects of event skills, data for generating images related to display screens and dialogues, data for managing the acquisition status of rewards, and the like.

[0066] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the CPU / GPU 41 and the communication unit 44. In this embodiment, the game execution unit 80 includes a training function providing unit 81 and a battle function providing unit 82.

[0067] The training function providing unit 81 performs processing for providing a training function for training a character. In this embodiment, it accepts input related to character training and performs operations such as displaying the results of calculations performed in response to the input.

[0068] In this embodiment, when training a character in the training function, it is required to select an action that is subject to turn consumption for each turn. Actions that are subject to turn consumption include training, participating in a race, going out, and going to the infirmary. The training function providing unit 81 accepts the selection of an action that is subject to turn consumption via a training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected action. The server 20 that receives the request calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.

[0069] In this embodiment, a training goal is set according to the type of character to be trained, and there may be a required action that is forced to be selected in a specific turn in the training goal. For example, the training goal may be to enter a specific race, or to achieve a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.

[0070] In addition, the training function providing unit 81 obtains factor information to be linked to the character whose training has been completed from the server 20 and notifies the player, and after receiving the player's approval, performs processing to register the character to which the factor information is linked in the character list of the player management database 51 and the character list of the player data storage unit 71.

[0071] Specifically, the training function providing unit 81 performs a process of acquiring factor information to be linked to a character whose training has been completed from the server 20 and notifying the player of the factor information. For example, the training function providing unit 81 transmits a factor acquisition request to the server 20 based on the completion of character training in the training function, and acquires factor information to be linked to the character from the server 20. The training function providing unit 81 then notifies the player of the factor information acquired from the server 20 via the display unit 44.

[0072] Furthermore, after the factor information has been notified to the player, the training function providing unit 81 accepts an input requesting reacquisition of the factor information, and performs processing to enable modification of the factor information linked to the character whose training has been completed.

[0073] Specifically, after the factor information is notified, the training function providing unit 81 accepts an input to confirm the factor information and an input to reacquire the factor information, and transmits a factor reacquisition request to the server 20 based on the acceptance of the input to reacquire the factor information, and acquires the factor information determined by re-lottery from the server 20. When the factor information is reacquired, the training function providing unit 81 displays the previously acquired factor information and the later acquired factor information for the character whose training has been completed so as to be comparable, and allows the player to select which factor information to associate with the character. Then, the training function providing unit 81 accepts a selection of which of the previously acquired factor information and the later acquired factor information to associate with the character, and confirms the factor information corresponding to the selection result as the factor information to be associated with the character.

[0074] Furthermore, based on the fact that the factor information to be linked to the player has been determined, the training function providing unit 81 registers the trained character in the character list of the player data storage unit 71, and transmits a character registration request to the server 20. Upon receiving the character registration request, the server 20 registers the trained character corresponding to the character registration request in the character list of the player management database 51.

[0075] The battle function providing unit 82 performs processing to provide a battle function that allows a player's trained character to race against other players' trained characters or non-player characters (NPCs). In this embodiment, the battle function includes a permanent battle function and an event battle function.

[0076] The permanent battle function is a battle function that can be used without time restrictions, and there are three types of races that players can use: team arena, daily races, and daily legend races.

[0077] The team arena is a battle function in which players select three characters from their own training pool for each of the five distance categories (sprint, mile, middle, long, and dirt) to form five teams, and compete against teams formed by other players in five races related to each distance category. The team with the character that comes first in each distance category wins, and a player who wins three of the five races will defeat their opponent. In the team arena, arena points are awarded in each race according to the character's behavior and finishing order, and the player's ranking is determined by the total arena points in the five races, and rewards are awarded according to the ranking.

[0078] Daily races are available in mile or medium distance categories with different rewards and difficulty levels, and are a competition function in which the player selects one of the characters they have trained and races against non-player characters (NPCs). In daily races, players can earn rewards based on the finishing position of their trained characters in the race.

[0079] The Daily Legend Race is a battle function that allows players to acquire character pieces as rewards depending on the results of the race. Character pieces are items that allow players to release unreleased characters for training or increase the rarity of released characters by consuming a certain number of character pieces. In the Daily Legend Race, race conditions are set for each character, and the player selects the character for which he or she wishes to acquire character pieces, selects one of the characters that the player has trained, and enters the selected trained character in the race. In the Daily Legend Race, if the trained character that the player has entered wins first place in the race, the player can acquire character pieces for the character that corresponds to the race that the player entered.

[0080] In the permanent battle functions of the team stadium, daily race, and daily legend race, when the player decides to participate in a race, the battle function providing unit 82 transmits a battle result request to the server 20. In the server 20 that receives the battle result request from the player terminal 40, a race simulation is executed, and the battle function providing unit 82 acquires the results of the race simulation from the server 20. In the player terminal 40 that receives the results of the race simulation from the server 20, the battle function providing unit 82 generates a race image based on the results of the race simulation based on various data stored in the race control data storage unit 73, and displays the generated race image on the display unit 44, allowing the player to watch the race.

[0081] The event battle function is a battle function available for a limited time, and a battle race event is included. In the battle race event, a main stage and an extra stage are provided. The battle function providing unit 82 includes a first stage control unit 83 and a second stage control unit 84 as control units that carry out the game progress related to the battle race event.

[0082] The first stage control unit 83 controls the progress of the main stage where the performance of each player is evaluated based on rank points accumulated by repeating battles. Specifically, the first stage control unit 83 performs a process of accepting an input for selecting three trained characters to be entered in a race in the main stage from among trained characters owned by the player. The first stage control unit 83 also performs a process of accepting an opponent selection input requesting the selection of an opponent in a race in the main stage, and transmitting a matching request to the server 20 based on the opponent selection input being performed. The first stage control unit 83 also performs a process of accepting an entry selection input for deciding the entry in the race from the server 20, when receiving a matching result of an opponent in response to the matching request from the server 20, and transmitting a race request to the server 20 based on the entry selection input being performed. In addition, when the first stage control unit 83 receives the race simulation results of one set of five races in response to a race entry request from the server 20, it makes it possible to watch the state of each race on the display unit 46, and controls the display unit 46 to display the race results and information associated with the race results (such as the amount of rank points earned, the league rank status, and rewards earned).

[0083] The first stage control unit 83 includes a battle balance adjustment unit 85. When the event parameter reaches the maximum value, the battle balance adjustment unit 85 performs a process for acquiring an event skill. Specifically, when a matching request is made to the server 20 in a situation where the event parameter reaches the maximum value, the battle balance adjustment unit 85 transmits an event skill acquisition request to the server 20. In the server 20 that receives the event skill acquisition request, the event skill determination unit 64 performs a lottery to determine the event skill to be acquired, and information on the event skill to be acquired is notified to the player terminal 40. An activation condition for making the effect of the event skill effective is set for the event skill, and the battle balance adjustment unit 85 performs control to allow the player to use an item for satisfying the activation condition of the event skill at his / her discretion before requesting the server 20 to perform a race simulation on the main stage in a situation where the event skill has been acquired.

[0084] The second stage control unit 84 controls the progress of the extra stage in which players with high records in the main stage are permitted to participate and players permitted to participate compete against each other. In the extra stage, players are divided into those who participate in the race and those who do not, depending on their records in the main stage. In the main stage, the competition is carried out in a format in which one set of five races is repeated, but in the extra stage, each player permitted to participate competes in a format in which only one race is played. When participation in a race is permitted, the second stage control unit 84 performs a process of accepting an input for selecting three trained characters to be entered in a race in the extra stage from among the trained characters owned by the player during the race registration period of the extra stage. The races in the extra stage are determined by ranking based on rank points in the main stage, rather than random matching, and when the race registration period ends, the race registration contents of the trained characters are finalized, and the server 20 executes a race simulation.

[0085] The second stage control unit 84 also controls the player terminals 40 of all players to be able to watch the races in the extra stage regardless of whether or not they can participate in the races in the extra stage, and to be able to earn rewards based on watching the races. Specifically, the server 20 distributes the matching results and the results of the race simulation in the extra stage to the player terminals 40 of all players, and the second stage control unit 84 controls the display unit 46 to be able to watch the races in the extra stage based on the matching results and the results of the race simulation received from the server 20, and to display the race results and the rewards earned by watching the races on the display unit 46. In the extra stage of the race event, the second stage control unit 84 allows the player terminals 40 to watch the races in the extra stage when an operation to transition from the home screen to the event top screen is performed after the start of the race period, and can prevent the server 20 from sending the results of the race simulation to the player terminals 40 that have not performed the operation to transition to the event top screen. In this embodiment, during the period in which the battle race event is held, an event icon corresponding to the battle race event is provided on the home screen, and when a tap input is performed on the event icon, the second stage control unit 84 determines that an operation to transition to the event top screen has been performed. In addition, when an extra stage is started in the battle race event, the display mode of the event icon may be changed so that the event icon stands out on the home screen by highlighting the event icon on the home screen.

[0086] Furthermore, when watching a match in the extra stage, the second stage control unit 84 receives an input to select any one of the trained characters participating in the race as a target to cheer for, and performs control to display a watching screen on which the trained character selected as a target to cheer for can be identified. The second stage control unit 84 also makes it possible to acquire a reward based on the selection of a target to cheer for, and by transmitting the selection of the target to the server 20, receives from the server 20 information on the reward to be awarded for the selection of the target to cheer for, and performs control to display the content of the acquired reward on the display unit 46.

[0087] 2. Control method of this embodiment In the following, the control method of this embodiment will be described taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone.

[0088] The game program of this embodiment is configured to be able to provide multiple types of game functions, and in the battle function, which is one of the main game functions, multiple characters can compete in a race. In this battle function, the characters are not operated during the race, and the results of a race simulation performed based on the status of each character participating in the race can be viewed through the player terminal 40. In the information processing system 10 to which the game program of this embodiment is applied, opponents are matched in the server 20 in response to a request from the player terminal 40, and a battle race event in which trained characters registered to compete in a race from each of the player terminals 40 are made to compete in a race is provided for a limited time as an event battle function.

[0089] Fig. 5 is a diagram showing an outline of the implementation of a competition race event. As shown in Fig. 5, the competition race event has a main stage and an extra stage (EX stage).

[0090] In the main stage, matches are played in a format of repeating a set of five races, rank points are earned based on the results of each race, and the league rank of the player is determined by the total of the rank points earned. The rank points of the player requesting the match are referenced when matching with opponents in the main stage. Specifically, a player list is created that extracts players who have rank points within a certain range of the player's own rank points, and players who belong to the same league rank as the player or league ranks close to the player's own league rank are selected as opponents.

[0091] In preparation for the main stage battle, players must organize and register a team of three characters from their own trained characters. The main stage battle is a race between the player requesting the battle and the opponent's three trained characters, plus six NPCs, for a total of 12 characters.

[0092] The league rank is determined by the total rank points acquired in the main stage, and there are four divisions: bronze, silver, gold, and platinum. When the total rank points acquired in the main stage meet the league rank promotion condition, the league rank is promoted to the next stage, and a rank-up reward is given. The rank-up reward may change depending on the league rank of the promotion destination, or the reward content may be fixed regardless of the league rank of the promotion destination. When a match is played in the main stage, a race participation reward, which is a reward for participating in each race, is also given. The race participation reward may change depending on the race result, or the reward content may be fixed regardless of the race result, or the reward content of the race participation reward may change depending on the league rank to which the player belongs. In this embodiment, in-game currency, exchange items (items required for exchange with rare items), items that affect the progress of the game or the progress of the race, and the like are given as the rank-up reward and the race participation reward.

[0093] In the main stage, the league rank may have a major category rank and a minor category rank. The major category ranks may be bronze, silver, gold, and platinum, and multiple minor category ranks (bronze 1, bronze 2, ..., silver 1, silver 2, ..., etc.) may be set for the major category ranks. Note that it is not necessary to set a minor category rank for some major category ranks. For example, it is not necessary to set a minor category rank for platinum, which is the highest category. When a major category rank and a minor category rank are set, a rank-up reward may be given when the promotion condition for the minor category rank and the promotion condition for the major category rank are met, or a rank-up reward may be given when either one of the promotion conditions is met.

[0094] In the main stage, the player can earn rank points (pt) according to the race results, depending on the order of finish of each of the three trained characters that the player has registered to run. In this embodiment, 100 pts can be earned for first place, 30 pts for second place, and 20 pts for third place. For fourth place and below, 0 pts are earned, and no rank points can be earned for fourth place and below. If the three trained characters that the player has registered to run monopolize the first to third places in a race, the player can earn 150 pts. That is, a maximum of 150 pts of rank points can be earned per race. In this embodiment, the rank points that can be earned according to the order of finish are fixed regardless of the league rank to which the player belongs, but the rank points that can be earned according to the league rank may differ. For example, it can be set so that the higher the league rank, the greater the amount of rank points that can be earned according to the order of finish. In the main stage, rank points are accumulated by repeating races, but if the player does not place well, for example if the trained character he or she registered to run places 9th or lower, rank points may be subtracted from the position of the finish. In a case where rank points may be subtracted under certain conditions, rank points may be subtracted if the player's league rank is a specific rank (e.g., platinum) and the position of the trained character registered by the player to run meets the subtraction conditions.

[0095] To participate in a match on the main stage, one participation ticket may be required per set. If the league rank is bronze, there is no participation restriction due to the consumption of participation tickets, and players belonging to bronze can participate in unlimited matches until they meet the conditions for promotion to silver. In silver to platinum, one participation ticket must be consumed for each set of match participation. Ten participation tickets are given to each player at regular times (for example, 12:00 every day), and the maximum number of participation tickets that can be held is 20. However, players cannot hold more than the maximum of 20 participation tickets that are given at regular times, but if they obtain participation tickets as a reward, or if there is a compensation distribution of participation tickets due to maintenance, they can hold more than the maximum of 20 participation tickets obtained as a reward or distributed as compensation.

[0096] On the main stage, five races (five races) are held per set (one battle participation). Matching is performed so that opponents in the five races do not overlap. Rank points acquired according to race results are updated and the updated rank points are reflected on the display screen after all the race results of the five races for one set have been displayed on the player terminal 40. Rank points may be updated and the updated rank points are reflected on the display screen each time the race results of one race are displayed on the player terminal 40.

[0097] On the main stage, the server 20 ranks each player based on their rank points, and the top 300 players can be viewed from the player terminal. Players with the same rank points are sorted based on the recorded time they earned their rank points, with the player with the earliest recorded time ranking higher. If the recorded time they earned their rank points is also the same, the players can be sorted based on additional criteria such as player ID to determine the rank.

[0098] When the main stage ends (for example, 4 days), the game moves to the extra stage (EX stage). When the game moves to the extra stage, the players who can participate in the EX stage battles and those who cannot are determined by the ranking of the rank points at the end of the main stage.

[0099] The extra stage is a stage where only players with high scores in the main stage can participate in races. In this embodiment, the top 96 players are permitted to participate in races, and players other than the top 96 cannot participate in races. Races in the EX stage are held in a format where four players, including no NPCs, compete against each other. Since four players participate in each race, a total of 24 races are held in the extra stage, including 12 races in block A (races 1 to 12) and 12 races in block B (races 1 to 12). Only players permitted to participate can register to participate in races in the extra stage. The race conditions (weather, course conditions) in the extra stage are determined by lottery at the time of matching, but are not disclosed during the race registration period, and are disclosed after the race registration period has passed and the race registration of each player's trained character has been completed.

[0100] A player who participates in a race in the extra stage can obtain a participation reward. In this embodiment, as a participation reward, a player can obtain an event-limited nickname that is linked to a trained character registered to run in the race. A player who participates in a race is guided to watch the main race of each block (race 11) after watching the race in which the player has participated. If the player participates in a main race, the player is guided to watch the main race of the other block after watching the race in which the player has participated.

[0101] Even players who do not participate in the races in the extra stage can watch the races in the extra stage and can select any of the racing characters to cheer for when watching. Selection of a character to cheer for can be done by all players regardless of whether they participate in the races in the extra stage or not.

[0102] In the extra stage, when an operation to transition to the event top screen is performed on the player terminal 40 during the race period, the screen transitions to a screen for watching the race. A player who has selected a support target can receive a support reward for the support target selection after watching the race.

[0103] The extra stage will include a registration period, a support period, and a race period.

[0104] The race registration period is a period that only applies to players who are permitted to participate in the race, during which players permitted to participate in the race can register three trained characters to enter in the race. Since the information on the last registered character in the main stage of a player permitted to participate in the extra stage is recorded in the battle management database 52 on the server 20 side, if the character is not changed during the race registration period, the trained character recorded in the battle management database 52 will be registered at the expiration of the race registration period.

[0105] During the cheering acceptance period, all players can view all characters participating in races 1st to 12th races in Block A and Block B, and can select any one character per race as the character to cheer for. Each player can earn a cheering reward once in each of Block A and Block B. Note that in the extra stage, the cheering reward may be earned only for the first selection of a cheering target.

[0106] During the race period, when an operation to transition to the event top screen is performed, a performance to play the main race of block A (race 11) is started. When the viewing of the main race of block A is finished, a performance to play the main race of block B (race 11) is started, and when the viewing of the main race of block B is finished, transition to the event top screen is possible. After viewing each main race, specifically after the race results of each main race are displayed, a viewing reward is given. For players who have participated in a race, after viewing their own race, they can view the main races they have not yet viewed, and after viewing their own race, they can obtain the event-limited nickname as a participation reward in addition to the viewing reward. Note that the participation reward does not need to be given at the same time as the viewing reward, and the participation reward may be given when an operation to transition to the event top screen is performed after the cheering reception period of the extra stage.

[0107] FIG. 6 is a diagram showing the progress flow of the main stage of the head-to-head race event.

[0108] First, when starting the main stage, registration of three trained characters to be entered in a race is accepted (step S101). The registration of the three trained characters to be entered in a race is performed via the event top screen.

[0109] FIG. 7 is a diagram showing a display example of the event top screen. A skill gauge 101 is displayed on the event top screen. The skill gauge 101 indicates the acquisition status of the event parameter, and in this embodiment, when the acquisition condition that the event parameter reaches the maximum value is met, a special performance related to the acquisition of the event skill occurs, and the player can acquire a buff effect based on the activation of the event skill for the three trained characters registered to run. The buff effect due to the activation of the event skill is valid within the five races of one set in which the event skill was acquired, and is reflected in all five races in one set.

[0110] The event top screen also has an organize button 102, and when the organize button 102 is tapped, a list of characters that the player owns and has already been trained is displayed, allowing the player to select a character that he or she wishes to enter in a race.

[0111] When the registration of the three trained characters to be entered in the race is completed, the opponent determination button 103 is enabled on the event top screen, and the acceptance of matching to determine the opponents is started (step S102). When the enabled opponent determination button 103 is tapped while the event top screen is displayed, a race character confirmation dialogue is displayed as shown in FIG. 8(A) and FIG. 8(B). FIG. 8(A) is a display example of the race character confirmation dialogue when the event parameter is less than the maximum value, and FIG. 8(B) is a display example of the race character confirmation dialogue when the event parameter is the maximum value. In this embodiment, when the event parameter is the maximum value (e.g., 30) according to the acquisition status of the event parameter, the race character confirmation dialogue notifies the player that an event skill will be acquired. When the OK button 105 is tapped on the race character confirmation dialogue, it is determined that a matching input has been made, and a matching request is transmitted from the player terminal 40 to the server 20. The server 20, which has received the matching request from the player terminal 40, performs a matching process to determine an opponent and create a new battle record (step S103). In the matching process, a matching ID is assigned to the player who has made the matching request, a player list of potential opponent players is created, opponent players for each of the five races in one set are extracted from the player list, race IDs for identifying the races the five opponents will participate in are assigned to each of the five opponents, and a match record for one set of five races is created. In the matching process, a gate lottery is performed to determine the race numbers of the 12 participating characters, and a condition lottery is performed to determine the race conditions (weather and course conditions), and the results of the gate lottery and the condition lottery are recorded in the match record.

[0112] Matching with opponents on the main stage can be done in different formats depending on the league rank. For example, it can be done in different formats depending on whether the league rank of the player making the matching request is bronze, gold, or platinum.

[0113] First, if a player's league rank is bronze to gold, there are normal matching and lower-ranked matching for the opponents in the five races, with three races being normal matching and the remaining two races being lower-ranked matching.

[0114] In normal matching, the evaluation point of the trained character with the highest evaluation point among the three trained characters registered by the player is used as a criterion, and a player list can be created by players who organize trained characters with evaluation points within a predetermined range including the evaluation point, and opponents can be searched randomly. The evaluation point of a trained character is a numerical representation of the degree of excellence of the trained character's status, and in this embodiment, it is calculated based on the performance parameters (speed, stamina, power, tenacity, and intelligence) of the trained character and the skills possessed by the trained character. In lower-rank matching, the evaluation point of the trained character with the lowest evaluation point among the three trained characters registered by the player is used as a criterion, and a player list can be created by players who organize trained characters with evaluation points within a predetermined range below the evaluation point, and opponents can be searched randomly. The range of evaluation points to be searched can be set according to the league rank, and may be common regardless of the league rank, or may be different depending on the league rank.

[0115] Next, if the player's league rank is platinum, the matching targets are players with platinum league ranks, and a player list can be created based only on the league rank without referring to the evaluation points of the trained characters that are organized. However, if an opponent cannot be found in matching when the player's league rank is platinum, the target league rank may be lowered to gold to search for an opponent.

[0116] When the matching of opponents for one set of five races is completed, the server 20 transmits the matching results including the gate lottery results and the condition lottery results to the player terminal 40, and the opponents for the five races and the trained characters organized by the opponents are displayed on the display unit 46 of the player terminal 40, and then a race preparation dialogue is displayed and input regarding the use of items is accepted (step S104). If the event parameter is at the maximum value at the time of the matching request, the player terminal 40 receives the acquisition result of the event skill together with the matching result from the server 20, and before displaying the details of the matching result, a skill acquisition performance is executed to notify the acquisition result of the event skill as shown in FIG. 9. In the skill acquisition performance, an icon 107 of the event skill, a text explaining the effect of the event skill, an icon 109 of an item corresponding to the activation of the event skill (an item corresponding to the event skill), and the like are displayed.

[0117] 10 to 12 are diagrams showing examples of the display of the race preparation dialog. FIG. 10 is an example of the display of the race preparation dialog when an event skill has not been acquired, and FIG. 11 and FIG. 12 are examples of the display of the race preparation dialog when an event skill has been acquired. In the race preparation dialog, the player can select the use of an item that increases the motivation of the race character when entering a race, or an item that changes the race conditions such as the weather and the course state. In this embodiment, two items can be used per set, and the player can arbitrarily decide whether to use the item or not. Each item is limited to five times of use per day, and the upper limit of use is reset to five times at a fixed time (for example, 12:00). However, an item that is an event skill compatible item used to satisfy the activation condition of an event skill can be used even if the upper limit of use has been reached, and the number of times of use is not consumed even if the upper limit of use has not been reached. In addition, in the race preparation dialog, if the use of an item does not function effectively, the icon corresponding to the item is displayed in gray and is controlled so as not to be usable. For example, when the weather is a sunny race condition, an item that changes the weather to sunny is not effective and is displayed in gray. Also, for example, when an item that changes the weather to sunny race condition is selected, an item that changes the weather to rainy race condition is not effective and is displayed in gray with an icon indicating that simultaneous use is not possible. Also, when an event skill is acquired, information on the acquired event skill is displayed in the race preparation dialogue, and the icon of the event skill corresponding item is displayed as an event skill corresponding item in the remaining number of uses display field. Also, in this embodiment, an automatic time selection function is provided in the race preparation dialogue, and the item automatic selection function can be switched on / off by the automatic selection function switching button 111. In the display example shown in FIG. 11, the item automatic selection function is turned on, so the event skill corresponding item is automatically selected.In the display example shown in FIG. 12, the automatic item selection function is turned off, so the selection item display fields 112 and 113 are blank, and the use of any item can be selected.

[0118] When the entry button 114 is tapped while the entry preparation dialog is displayed, a confirmation dialog is displayed as shown in FIG. 13, and the entry is finalized. The entry button 114 of the entry preparation dialog shown in FIG. 10 to FIG. 12 also displays information indicating the number of participation tickets consumed. If the player's league rank is bronze, information indicating that no participation tickets will be consumed is displayed. If the player's league rank is silver to platinum, information indicating that one participation ticket will be consumed is displayed. The entry confirmation dialog also notifies the user whether or not an event skill will be activated. For example, as shown in FIG. 13, if an event skill is acquired but an event skill corresponding item is not used and therefore the event skill is not activated, the entry confirmation dialog displays a message informing the user that the event skill will not be activated and that the event skill will disappear after the end of the current set of five races. The entry confirmation dialog also has an OK button 118 and a cancel button 119. If the cancel button 119 is tapped, the entry confirmation dialog is closed and the entry preparation dialog is displayed. On the other hand, when a tap input is made to the OK button 118, a race request including information indicating the item used and whether or not an event skill has been activated is sent from the player terminal 40 to the server 20, and the server 20, upon receiving the race request, performs a race simulation for one set of five races (step S105).

[0119] In the race simulation, the race development, finishing order, time, etc. are calculated based on the course information associated with the race, the race conditions, and the status (speed, stamina, power, tenacity, intelligence, possessed skills) of the 12 participating characters (including 6 NPCs), and the race results are recorded in the battle record. The race development here includes the movement history of each character from the start point of the course to the finish point, and the event occurrence history of each character (activation of skills, occurrence of accidents), etc. The server 20 also calculates the amount of rank points acquired and the amount of update of event parameters based on the race results, and updates the information on the player's battle record in the battle management database 52.

[0120] When the server 20 completes the race simulation for one set of five races, a match completion response including information on the simulation results, the calculated amount of acquired rank points, and the updated amount of event parameters is transmitted to the player terminal 40 that has requested the race. In the player terminal 40 that has received the match completion response, as shown in FIG. 14, the display screen transitions to a base screen to accept inputs related to watching the race and checking the race results (step S106). On the base screen, race icons 121 corresponding to one set of five races are displayed, and a race to be watched can be selected by tapping any of the race icons 121. A selection mark 122 is attached to the selected race icon. Also, on the base screen, a skill gauge 123 is displayed, and the current acquisition status of the event parameters can be visually confirmed. In this embodiment, the race watching format includes full watching, in which all the watching video is played, and short watching, in which a digest version of the watching video is played. The base screen is provided with a full race viewing button 125 and a short race viewing button 126. When the full race viewing button 125 is tapped, a race viewing video for full race viewing is played, and when the short race viewing button 126 is tapped, a race viewing video for short race viewing is played. FIG. 15 is a diagram showing a scene of a race viewing video among the race viewing videos. In the race viewing video, an identification mark 130 is given to the trained character of the player, so that the trained character that the player has entered can be identified. In addition, in the race viewing video, when a skill is activated, the skill being activated is displayed with a skill icon 131. In the skill icon 131, a character icon 132 is also displayed next to the skill name, so that it is possible to determine which character is activating the skill. When an event skill is activated, the event skill is applied to all three trained characters that have entered the race, so three skill icons 131 of the event skill are displayed along with the character icon 132 of the player's character that has entered the race. When an event skill is activated, only one skill icon 131 may be displayed, and three character icons 132 may be displayed side by side within that skill icon 131.

[0121] When watching the selected race is finished, the race result is displayed, the rank points acquired in the race that was just watched are notified, and the screen returns to the base screen. When watching one set of five races is finished (Y in step S108), the set end process is performed (step S109). In the set end process, various rewards are awarded, and rank points and event parameters are displayed and reflected. For example, as shown in FIG. 16, after a presentation display regarding the race rewards acquired in this one set is performed, the screen transitions to the set end screen as shown in FIG. 17, where the acquisition status of rank points and event parameters is notified.

[0122] Furthermore, if there is a promotion in league rank based on the rank points earned in this set, in addition to the display of the performance related to the race reward, a rank promotion performance will be displayed as shown in Figure 18, and the awarding of the rank up reward will be notified in the rank promotion performance.

[0123] In addition, when the league rank is promoted to the highest level of platinum, an event-limited title accompanied by a notation of the character name is given as a reward for promotion to the highest level. When this event-limited title is given, as shown in FIG. 19, a notation character selection dialogue is displayed, and the character to be notated can be selected. In the notation character selection dialogue, characters that satisfy the selectable condition and characters that do not satisfy the selectable condition are displayed separately. In this embodiment, the total amount of rank points acquired is managed in association with the character type ID for each player in the battle management database 52 of the server 20, and for a player whose league rank has reached platinum, a character whose total amount of rank points acquired associated with the character type ID has reached a predetermined amount is determined to satisfy the selectable condition. The selectable condition can be determined arbitrarily. For example, a character that is a released character in the training target list may satisfy the selectable condition, and an unreleased character may not satisfy the selectable condition. Also, for example, a raced flag may be set in the match management database 52 in association with the character type ID of a trained character that has been registered to run in the main stage, and a character for which the raced flag is set may satisfy the selectable conditions, while a character for which the raced flag is not set may not satisfy the selectable conditions.

[0124] In the notation character selection dialog, a selection mark 142 is attached to the character icon 141 of the character being selected among the characters that satisfy the selectable conditions, and when a tap input is made on the decision button 143 while the character icon 141 of the character that satisfies the selectable conditions is selected, a notation character confirmation dialog is displayed as shown in FIG. 20. In the notation character confirmation dialog, an event-limited title 145 is displayed with the character name of the character corresponding to the character icon 141 selected in the notation character selection dialog. The notation character confirmation dialog is provided with an OK button 146 and a cancel button 147, and when a tap input is made on the OK button 146, the notation of the character name in the event-limited title 145 is confirmed and stored in the player data storage unit 71. Information regarding the notation of the character name in the event-limited title 145 is also transmitted to the server 20 based on a tap input on the OK button 146, and the information of the event-limited title 145 is also stored in the player management database 51 in the server 20. Furthermore, if a tap input is made on the cancel button 147 while the written character confirmation dialogue is displayed, the written character selection dialogue is returned to and the character selection can be redone.

[0125] In addition, if the above-mentioned rank-up reward or event-limited title is given, when the display of the effects related to these rewards is completed, the display returns to the set end screen shown in FIG. 17. The set end screen is provided with an opponent determination button 135, which allows the player to accept a match to determine an opponent without returning to the event top screen. If the player's league rank has reached the highest level of platinum, the set end screen notifies the player that the league rank has reached the upper limit. In addition, if a tap input is made on the progress button 136 provided on the set end screen, the set end process is completed and the display screen returns to the event top screen.

[0126] In this way, in the main stage, it is possible to repeatedly play five races in one set, and when the period during which the main stage is held (for example, four days) ends, preparations for holding the extra stage (EX stage) are executed in the server 20. Figure 21 is a diagram showing the progress flow relating to preparations for holding the extra stage.

[0127] First, when the period of the main stage ends (Y in step S201), the ranking of each player is determined (ranking count) based on the total amount of rank points acquired by each player (step S202), and players who will participate in the extra stage are determined. In this embodiment, players ranked 1st to 96th (top 96 players) based on the total amount of rank points acquired in the main stage are determined as players who can participate in the race in the extra stage (step S203).

[0128] After preparations for holding the extra stage are completed on the server 20 side, when an operation for transitioning to the event top screen is performed on the player terminal 40, a ranking announcement dialog is displayed as shown in FIG. 22. A ranking button 151 is provided on the ranking announcement dialog, and when a tap input is performed on the ranking button 151, a ranking acquisition request is sent to the server 20. The server 20 that has received the ranking acquisition request returns ranking data of the top 300 players based on the rank points recorded in the battle management database 52 to the player terminal 40. The player can check the top 300 players acquired from the server 20 through the display screen of the player terminal 40. When a tap input is performed on the close button 152 provided on the ranking announcement dialog, the ranking announcement dialog is closed and the display screen transitions to the event top screen.

[0129] Next, the flow of progression in the extra stage will be described. Figure 23 is a diagram showing the flow of progression in the extra stage of the battle race event.

[0130] First, in the Extra Stage (EX Stage), there is a race registration period (e.g., 12 hours), a support reception period (e.g., 12 hours), and a race period (e.g., 24 hours), and as mentioned above, players are divided into those who will participate in the race and those who will not.

[0131] During the race registration period, if the player is not participating in the extra stage (N in step S301), when the event top screen is displayed, the date and time when the support reception period starts is notified, and the player cannot proceed beyond the event top screen, as shown in Fig. 24. On the other hand, if the player is participating in the extra stage (Y in step S301), an event top screen (not shown) with an organization button is displayed as in the case shown in Fig. 7, and by tapping the organization button (a button having the same function as the organization button 102), the player can transition to the race registration screen and register three trained characters who will run in the extra stage race (step S302).

[0132] FIG. 25 is a diagram showing a display example of the race registration screen. On the race registration screen, the three trained characters that the player last entered in the main stage are displayed in an initially selected state. If the trained character to be entered in the extra stage is changed, a list of trained characters owned by the player is displayed by tapping the character icon 160 corresponding to the trained character, and the trained character to be entered can be replaced by selecting another trained character. When the formation confirmation button 161 is tapped on the race registration screen, a race registration confirmation dialog is displayed as shown in FIG. 26, and a race registration request including the character individual IDs of the three trained characters is transmitted to the server 20 by tapping the OK button 165 provided on the race registration confirmation dialog. The server 20 that receives the race registration request registers the three character individual IDs included in the race registration request in the match record for the extra stage to complete the race registration. In addition, the race registration confirmation dialog notifies the player that the event-limited nickname "SUPER HERO" can be acquired as a participation reward for participating in the race in the extra stage. In this embodiment, a nickname can be set for a trained character, and a player who participates in a race in the extra stage of a battle race event can set the event-limited nickname "SUPER HERO" for the trained character who participated in that race. In this embodiment, a nickname can be set for each trained character owned by the player. The nickname set for the trained character can be displayed alongside the character name on a display screen for confirming information about the trained character. The nickname set for the trained character can also be displayed to other players who have registered as friends or other players who use the battle function to participate in the same race. The nickname indicates that the conditions for obtaining the nickname have been met in the game, and the player can appeal to other players about his or her achievements in the game by using the nickname set for the trained character he or she owns.Nicknames are indicators of game performance and do not fundamentally affect races or game progress. However, in some game functions, possession of a nickname can be used as a criterion for extracting trained characters with a specific nickname from among trained characters owned by the player. When the cancel button 166 provided in the race registration confirmation dialogue is tapped, the race registration confirmation dialogue is closed and the race registration screen is returned to, allowing the player to redo the formation of the three trained characters to be registered for the race.

[0133] When the registration period ends, the top 96 players in the main stage are assigned to the 24 races in the extra stage, and a matching process is carried out which involves a gate lottery to determine the race numbers of the participating characters and a condition lottery to determine the race conditions (weather and course conditions) (step S303).

[0134] The 96 players who will participate in the extra stage are divided into 48 players in block A and 48 players in block B, and are assigned to 12 races in block A and 12 races in block B. Specifically, 1st to 4th place are assigned to block A, 5th to 8th place are assigned to block B, and 9th to 12th place are assigned to block A, with 4 players assigned alternately to block A and block B. In the extra stage, main races are set for each of block A and block B, and the 11th race out of the 12 races is set as the main race. The main races for block A are run by players ranked 1st to 4th, and the main races for block B are run by players ranked 5th to 8th. For each block, the races are assigned in the order of 11th race → 10th race → 9th race → 12th race → 8th race → 7th race → ... 2nd race → 1st race.

[0135] When the matching process is completed, a race simulation is performed for the 24 races in the extra stage (step S304), and when a player participating in the race performs an operation to transition to the event top screen on the player terminal 40, an EX stage participation reward dialog is displayed notifying the player that the event-limited nickname "SUPER HERO" has been acquired, as shown in Fig. 27. When a tap input is performed on the close button 170 provided on the EX stage participation reward dialog, the EX stage participation reward dialog is closed and transition is made to the event top screen.

[0136] When the race entry registration period ends in the extra stage and the race simulation by the server 20 is completed, the support reception period begins and the selection of the support target begins to be accepted via the event top screen (step S305).

[0137] 28 is a diagram showing a display example of the event top screen during the cheering acceptance period. On the event top screen during the cheering acceptance period, a race list button 180 is provided with a display indicating that the selection of the cheering target is being accepted, and when the race list button 180 is tapped, a race list acquisition request is sent to the server 20, and the server 20 that receives the race list acquisition request refers to the match records of the extra stage created in the match management database 52, and transmits race list information including the matching results to the player terminal 40. The player terminal 40 that acquires the race list information from the server 20 displays a race list screen on which the participating characters for the 24 races of the extra stage can be viewed.

[0138] FIG. 29 and FIG. 30 are diagrams showing examples of display of the race list screen. In the race list screen, 12 characters participating in each of the 1st to 12th races of the A block and the 1st to 12th races of the B block of the extra stage can be viewed in units of one race. In the race list screen, the display of the A block and the B block can be switched by tapping the A block tab 191 and the B block tab 192. The race to be displayed can be changed by using the forward button 193 and the back button 194. It is also possible to change the display object to the 1st race by using the first button 195, or to change the display object to the 12th race by using the last button 196. When the display object is a race for which the selection of the support object has not been completed, the support object display area 197 displays a message indicating that the selection of the support object has not been completed. In the display example shown in FIG. 29, the 11th race of the A block is displayed, and the characters participating in the 11th race are displayed in the running character display area 198. In the race character display area 198, various information such as the race history in the main stage for each race character is displayed, and a cheer button 199 corresponding to each race character is provided. When a tap input is made on the cheer button 199 corresponding to one of the 12 race characters for the currently displayed race, the indication of the cheer button 199 on which the tap input was made is changed to "Selected" as shown in FIG. 30, and the character icon 200 of the race character selected as the cheer target is displayed in the cheer target display area. When a tap input is made on the cheer button 199 to select a cheer target, a cheer target setting request including the selection information of the cheer target is transmitted to the server 20, and the server 20 receiving the cheer target setting request records the selection information of the cheer target in the match management database 52 in association with the player ID.

[0139] It is also possible to cancel the selection of a support target, and by tapping again on the support button 199 labeled "selected", the state returns to unselected and the selection as a support target is cancelled. When the support button 199 is tapped to cancel the selection of a support target, a support target cancellation request including support target cancellation information is sent to the server 20, and the server 20 that receives the support target cancellation request executes a process to cancel the selection information of the support target linked to the player ID recorded in the match management database 52.

[0140] In this embodiment, during the cheering acceptance period, all players can select one participating character per race as a cheering target, regardless of whether they participate in the extra stage races or not. The selection of the cheering target may be made not on a character-by-character basis, but on a player-by-player or team-by-team basis (one team consists of three trained characters registered by one player). When a cheering target is selected on the race list screen, the cheering buttons 199 corresponding to the participating characters other than the cheering target may be disabled and grayed out.

[0141] When the cheering reception period ends in the extra stage, a cheering reward is given to a player who has selected a cheering target for at least one race. For example, after the cheering reception period ends, when a player who has selected a cheering target performs an operation to transition to the event top screen on the player terminal 40, the server 20 checks the selection status of the cheering target linked to the player ID recorded in the match management database 52, and if a cheering target has been selected, controls to give a reward to that player. On the player terminal 40 of the player to whom the cheering reward has been given, a cheering reward receiving dialog is displayed as a cheering reward acquisition effect, as shown in FIG. 31, before transitioning to the event top screen. When a tap input is made on the close button 205 provided on the cheering reward receiving dialog, the reward receiving dialog is closed and the event top screen is displayed.

[0142] In the extra stage, the race period begins after the cheering acceptance period ends. In the race period, the user can watch the 12 races in each of Blocks A and B in the extra stage (Step S306), and can earn rewards for watching the races (Step S307). In this embodiment, when the user transitions to the event top screen for the first time after the race period begins, control is performed to guide the user to watch the main race of the extra stage or the race in which the user is participating.

[0143] Specifically, when an operation for transitioning to the event top screen is performed on the player terminal 40, a race replay confirmation dialog is displayed as shown in FIG. 32. In the race replay confirmation dialog, the race to be watched is displayed, and for a player who participates in an extra stage race, the race in which the player will compete is displayed as the race to be watched, and for a player who does not participate in an extra stage race, the main race of block A (race 11) is displayed as the race to be watched. When a tap input is made on the OK button 207 provided on the race replay confirmation dialog, a race information acquisition request including information specifying the race to be watched is transmitted to the server 20. The server 20 that has received the race information acquisition request transmits the race simulation results of the race to be watched to the player terminal 40 that made the request. The player terminal 40 creates and plays back a race watching video based on the race simulation results received from the server 20.

[0144] FIG. 33 is a diagram showing a scene of the race watching video in the state immediately before the start of the race. In the state immediately before the start of the race, the 3D model 210 and the status information 211 of the participating characters can be viewed one by one, and a cheering mark 213 is added to the character name display 212 of the participating character selected as the cheering target. When the participating character selected as the cheering target is displayed, a gaze target icon 214 with the notation "camera setting" is displayed. In this embodiment, when watching a race for which a cheering target is selected, a race video is created by virtual camera control with the virtual camera focusing on the participating character to be cheered on. When watching a race for which a cheering target is not selected, the gaze target of the virtual camera is the character set as the most popular in the race. In addition, in a race in which the player's own trained character participates, the player's own trained character is set as the gaze target of the virtual camera. The setting of the gaze target of the virtual camera in the race video can be changed at will by the player. Specifically, by tapping on the gaze target icon 214, a camera setting dialog is called up as shown in FIG. 34, and the gaze target of the virtual camera can be changed by selecting any participating character and tapping on the decision button 220.

[0145] When a tap input is made on the race start button 215 in the race spectating video in the state immediately before the start of the race, a display is made to display a list of the participating characters, as shown in Fig. 35, and then playback of the video during the race begins. On the display screen displaying the list of participating characters, information about the participating characters is displayed in a simplified manner, and a cheering mark 222 is given to the participating character selected as the target to cheer on. When a tap input is made on the race start button 224 in the display screen displaying the list of participating characters, playback of the video during the race begins.

[0146] FIG. 36 is a diagram showing a scene of the in-race video. In the in-race video, the state of the race is expressed so that the running character set as the gaze target is mainly shown, and a cheering mark 232 is added to the top of the 3D model 230 of the running character selected as the cheering target, so that the running character selected by the user can be recognized. When the playback of the in-race video ends, as shown in FIG. 37, the screen transitions to a race result display screen, where the user can check the order of arrival and time of each running character. In the race result display screen, a cheering mark 242 is displayed on the character icon 241 of the running character selected as the cheering target. If the running character selected as the cheering target wins first place, as shown in FIG. 38, a cheering target victory effect is executed to notify the user that the character selected as the cheering target has finished first when transitioning to the race result display screen. When a tap input is made on the progress button 250 on the screen during the execution of the cheering target victory effect, the cheering target victory effect is ended and the race result display screen is displayed. When the progress button 240 on the race result display screen is tapped, if there is a main race that has not been watched, a race information acquisition request for the main race is sent to the server 20, and the process for watching the race is executed in the same manner as described above. When the watching of the main races in the A block and the B block is completed, a watching reward is awarded as a reward for watching the race in the extra stage. Specifically, when the progress button 240 on the race result display screen for the main race in the B block is tapped, a watching reward receipt dialog is displayed as shown in FIG. 39. The watching reward is awarded at the first race watching after the start of the race period in the extra stage, and the watching reward receipt dialog is displayed only when the watching reward is acquired. When the close button 260 on the watching reward receipt dialog is tapped, the watching reward receipt dialog is closed and the screen transitions to the event top screen, and a series of processes during the race period in the extra stage is completed.

[0147] In the information processing system 10 of the present embodiment described above, players with high records in the main stage can participate in races in the extra stage, so that players who advance to the extra stage can receive appropriate evaluation of their abilities. Meanwhile, in the information processing system 10 of the present embodiment, the races in the extra stage can be watched regardless of whether or not the player can participate in the extra stage, and a watching reward can be earned by watching the races. This can motivate players who could not advance to the extra stage to watch the races in the extra stage in order to earn a watching reward. In this way, the information processing system 10 of the present embodiment can stimulate the desire to participate among a wide range of players.

[0148] In particular, in the competitive race event provided to the player by the information processing system 10 of this embodiment, the player who participates in the main stage can obtain a rank-up reward, a race reward, and an event-limited title (highest rank promotion reward). The rank-up reward and the race reward are items or in-game currencies that affect the progress of the game. In the competitive race event provided to the player by the information processing system 10 of this embodiment, the player who participates in the extra stage can obtain a participation reward (event-limited nickname), and this participation reward affects the display of character information, but whether or not the player has obtained the participation reward does not create an advantage / disadvantage between players in the progress of the game. If the participation in the extra stage is configured to have a large effect on the subsequent game, there is a risk that a player who feels that he or she cannot achieve a high ranking in the main stage will be reluctant to participate in the competitive race event. However, in the information processing system 10 of this embodiment, by making the participation reward for the extra stage only honorary items, even players who were unable to participate in the extra stage race in the competitive racing event can obtain items to advance the game advantageously, so that it is possible to prevent beginner players from losing their motivation to participate in the competitive racing event and to ensure a sufficient number of participating players in the competitive racing event. Also, by making the event structure capable of ensuring a sufficient number of participating players, the number of players who may watch the extra stage race increases, making it easier for advanced players who receive participation rewards to have opportunities to increase their own honor.

[0149] In addition, in the information processing system 10 of this embodiment, when watching a race in the extra stage, an input is accepted to select any of the characters participating in the race as a target to cheer for, and an image of the race is displayed with a cheering mark placed above the participating character, allowing the player to enjoy watching the race while feeling a stronger attachment to the participating character selected as a target to cheer for.

[0150] For each of the characters participating in the extra stage, the number of characters selected as a support target (number of selected characters) may be tallied to calculate a ranking for the number of selected characters to support, and the ranking and the number of selected characters to support may be displayed on the player terminal 40 of the player watching the race in the extra stage (including both players participating in the race in the extra stage and players not participating in the race in the extra stage). Also, rewards such as items and in-game currency may be given to players who have registered characters ranked high in the number of selected characters to support. Also, when a character selected by a player as a support target achieves a predetermined result in a race (for example, first place or within the top three), rewards such as items and in-game currency may be given to the player who selected that character as a support target.

[0151] In addition, in the information processing system 10 of this embodiment, it is possible to earn a cheering reward based on selecting a racing character to be cheered for, thereby providing the player with a positive motivation to select a character to cheer for.

[0152] In addition, in the information processing system 10 of this embodiment, the update amount of the event parameter is determined based on an evaluation standard in which the lower the superiority of the race result, the higher the evaluation, and when the event parameter reaches its maximum value, an event skill that imparts a buff effect that is advantageous in the race can be acquired, so that the battle balance can be suitably adjusted, so that a wide range of players from beginners to advanced players can enjoy battles by racing. In particular, in this embodiment, by repeatedly using races on the main stage to gradually accumulate event parameters and thereby making it possible to acquire event skills, the importance of character development is less likely to decrease compared to a specification in which an effect that is advantageous in the next race is uniformly imparted when a race is lost, so that it is possible to prevent a decrease in the motivation of players to develop characters.

[0153] Furthermore, in the information processing system 10 of this embodiment, even if the race result is a narrow defeat, additional event parameters can be obtained, thereby reducing the sense of loss felt by a player who loses the race.

[0154] Furthermore, in the information processing system 10 of this embodiment, activation conditions are set for making event skills function effectively, and the player can use event skill-compatible items related to the achievement of the event skill activation conditions at his or her discretion, thereby enhancing the strategic nature of the race and improving the enjoyment of the competition.

[0155] Furthermore, in the information processing system 10 of this embodiment, rank points are calculated based on an evaluation criterion in which the higher the superiority of the race result, the higher the evaluation, and a rank-up reward is awarded when the conditions for promotion to the league rank are met according to the total amount of rank points acquired, thereby providing an incentive for players to repeatedly use the event battle function that provides competitive race events.

[0156] In addition, the event battle function provided in the information processing system 10 of this embodiment may be specified to perform multiple race simulations according to the number of consecutive losses of a player, since the race result in the main stage does not affect the record of the opponent player. For example, a lottery can be held to determine whether or not multiple race simulations will be performed in the race following a lost race according to the number of consecutive losses. For example, a lottery is held with a winning rate of 10% when the number of consecutive losses is 1, a winning rate of 20% when the number of consecutive losses is 2, a winning rate of 33% when the number of consecutive losses is 3, and a winning rate of 100% when the number of consecutive losses is 4 or more, and multiple race simulations can be performed if the lottery is won. The number of race simulations when it is decided to perform multiple race simulations can be set to, for example, 3 times. Note that the number of race simulations when it is decided to perform multiple race simulations according to the league rank may be set, or a specification may be set such that multiple race simulations are not performed for a specific league rank (for example, bronze). In this way, since performing multiple race simulations in ranks with a large number of affiliated players may place an excessive load on the server 20, by setting specifications so that multiple race simulations are not performed in specific league ranks, the computational load on the server 20 can be reduced.

[0157] In addition, when multiple race simulations are performed for one race, the race simulation ends when the trained character registered for the player who requested the race wins first place, and if the trained character registered for the player who requested the race does not win first place after all race simulations have been performed, the last race simulation can be used as the race result. The race simulation with the best finishing order may be used as the race result. Even if the player does not win first place after multiple race simulations, the number of consecutive losses can be counted as one race loss. For example, if the number of consecutive losses is 2 and the player wins multiple race simulations and loses as a result, the number of consecutive losses increases by one to 3.

[0158] In addition, race information for the extra stage in a competitive race event (information on the characters participating in the race, information on the players participating in the race, race results, number of selected targets and number of selected targets ranking, etc.) may be posted on a website or SNS (social networking service), and a function may be provided to direct players to the website or SNS that posts the race information for the extra stage via an application related to the information processing system 10 on the player terminal 40.

[0159] Regarding the server 20, the matching function and the simulation function may be realized by one server 20, or each function may be distributed among a plurality of servers 20 and realized by a separate server 20. Also, among the matching function and the simulation function, only a portion of the functions may be realized by a server 20 different from the other functions. Also, a plurality of servers 20 having the matching function may be prepared.

[0160] In this embodiment, a race game in which multiple players participate and compete against each other has been described as an example of a game in which players compete for finishing order, but the information processing system 10 may be configured to provide a competition function in other games. For example, the invention can be applied to any genre in which multiple players participate and compete against each other, such as fighting games, sports games (baseball games, soccer games, etc.), action games, battle royale games, and role-playing games. The form of the competition may be one-on-one, multiple-on-multiple, or one-on-multiple.

[0161] When the control method of this embodiment is applied to a team-based game such as a soccer game or a baseball game, by setting a specific team as the support target, cheering marks may be displayed for all player characters belonging to the support target team, or cheering marks may be displayed only for specific player characters such as a captain or leader set in advance for each team. In addition, regarding the display of cheering marks on a display screen for watching a game, display control may be performed to switch the player characters for which cheering marks are displayed, such as displaying cheering marks for player characters holding the ball in a soccer game, or displaying cheering marks only for player characters at bat or on the mound in a baseball game.

[0162] In addition, in the case of a game in which characters that have been trained by multiple players compete against each other, display control may be performed to display a support mark on the display screen during the battle, for example, above the character selected as the target of support.

[0163] Furthermore, on the display screen while watching a match, a cheering mark is displayed for the character being cheered for, but if it is possible to view replay footage or highlight footage of the match (exciting scenes in the match, such as goal scenes in a soccer game or home run scenes in a baseball game, or scenes where skills are activated during a match) separately from the display screen while watching the match, it is possible to avoid interfering with the viewing of the replay footage or highlight footage by not displaying the cheering mark on the replay footage or highlight footage.

[0164] In addition, in the competitive race event provided by the information processing system 10 of this embodiment, the rank points are updated according to the finishing order of the race on the main stage, but in sports games such as soccer games and baseball games in which the outcome of a match is decided by the points scored, the rank points may be updated according to the points scored in the match, and in fighting-style games, the rank points may be updated according to the amount of damage inflicted on the opponent. [Explanation of symbols]

[0165] 10 Information processing systems, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 communication unit, 25 storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 communication unit, 45 operation / input unit, 46 display unit, 47 storage device, 50 server data storage unit, 51 player management database, 52 Match Management Database, 60 game calculation unit, 61 matching processing unit, 62 simulation processing unit, 63 Match result evaluation unit, 64 Event skill determination unit, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 event data storage unit, 80 game execution unit, 81 training function providing unit, 82 match function providing unit, 83 first stage control unit, 84 second stage control unit, 85 battle balance adjustment unit,

Claims

1. A program for a game that allows other players to view display information associated with a player, A point adjustment process that changes the points according to the result of a predetermined game when a predetermined game is played using a game medium, A condition determination process determines that a specific condition has been met when the aforementioned points reach a predetermined value. When the aforementioned specific conditions are met, a display information setting process is performed to associate specific display information with the player, Have the computer run it, In the aforementioned display information setting process, A program that sets the specific display information so that it includes display content related to the game medium used in the predetermined game.

2. In Claim 1, The aforementioned predetermined game is a game that is executed using multiple game media, In the aforementioned display information setting process, A program that sets the specific display information to include display content associated with the game medium selected by the player from among multiple game media used in the predetermined game.

3. In Claim 2, The aforementioned specific display information includes individual parts and common parts, The content displayed in the aforementioned individual parts changes depending on the game medium selected by the player. The aforementioned common part is a program whose display content is the same regardless of the game medium selected by the player.

4. In claim 2, A program that causes a computer to perform a process to distinguish and display selectable and non-selectable game media when allowing a player to select a game medium from a plurality of game media used in the predetermined game to be used for setting the specific display information.

5. An information processing system for a game that allows other players to view display information associated with a player, A point adjustment processing unit that adjusts points according to the result of a predetermined game when a predetermined game is played using a game medium, A condition determination processing unit determines that a specific condition has been met when the aforementioned points reach a predetermined value, A display information setting processing unit that associates specific display information with the player when the aforementioned specific conditions are met, Includes, The aforementioned display information setting processing unit, An information processing system that sets the specific display information so that it includes display content related to the game medium used in the predetermined game.

6. A method for processing information for a game, wherein display information associated with a player can be viewed by other players, A point adjustment process that changes the points according to the result of a predetermined game when a predetermined game is played using a game medium, A condition determination process determines that a specific condition has been met when the aforementioned points reach a predetermined value. When the aforementioned specific conditions are met, a display information setting process is performed to associate specific display information with the player, Have the computer run it, In the aforementioned display information setting process, An information processing method for setting the specific display information so that it includes display content related to the game medium used in the predetermined game.