Information processing program, information processing method, game device, and information processing system
Patent Information
- Application Number
- JP2024190240
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-30
- Publication Date
- 2025-09-25
AI Technical Summary
【0013】 本発明によれば、プレイヤのプレイ意欲を向上させることができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]
[0002] Conventionally, as shown in, for example, Patent Document 1, there is known a training game in which a player trains a character. The character trained by the player in the training game is stored as a training character. The training character can be used, for example, in a battle game against another player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-121396 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a training game, it is difficult to provide a large difference in the abilities and characteristics of a character to be trained. As a result, there is a problem that a player loses motivation to play the training game repeatedly.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can increase a player's motivation to play. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process for allowing a player to select a training completed game medium that is used in the training game and is linked to predetermined inheritance information; A process of executing the training game, the process including at least a process of updating one or more parameters associated with the character to be trained and a process based on the training-completed game medium selected by a player; generating and storing the training completed game medium in which the parameters and the inheritance information are linked to the training target character based on the completion of the training game; The computer executes the above. the inheritance information includes specific inheritance information for increasing an upper limit value of the parameter, The process of executing the training game includes: When the specific inheritance information is linked to the training-completed game medium selected by the player, the upper limit value of a predetermined parameter is increased.
[0007] A base value is provided that is set in common for a plurality of the parameters; The process of executing the training game includes: When the specific inheritance information is linked to the training-completed game medium selected by a player, an upper limit value of a predetermined parameter can be increased to a value greater than the base value; A process of displaying different values when the parameter is updated within a range less than the base value and when the parameter is updated beyond the base value; may be performed by a computer.
[0008] The inheritance information includes a plurality of types of specific inheritance information, each of which differs from the other in at least one of the parameters whose upper limit values are increased and the increase value of the upper limit value, a process of allowing a player to select a character to be set as a character to be developed from among a plurality of characters to which any of a plurality of types of specific inheritance information is linked; The process of generating and storing the development-completed game medium includes: The specific inheritance information linked to the character set for the character to be trained may be linked to the training-completed game medium.
[0009] The specific inheritance information includes: An increase value of a predetermined parameter may also be linked.
[0010] A base value is provided that is set in common for a plurality of the parameters; The process of executing the training game includes: When the specific inheritance information is linked to the training-completed game medium selected by a player, an upper limit value of a predetermined parameter can be increased to a value greater than the base value; If the parameter is updated within a range less than the base value, determining an update value of the parameter according to a first update condition; When the parameter is updated to exceed the base value, the update value of the parameter may be determined according to a second update condition under which the parameter is less likely to increase than the first update condition.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process for allowing a player to select a training completed game medium that is used in the training game and is linked to predetermined inheritance information; A process of executing the training game, the process including at least a process of updating one or more parameters associated with the character to be trained and a process based on the training-completed game medium selected by a player; generating and storing the training completed game medium in which the parameters and the inheritance information are linked to the training target character based on the completion of the training game; To carry out the above. the inheritance information includes specific inheritance information for increasing an upper limit value of the parameter, The process of executing the training game includes: When the specific inheritance information is linked to the training-completed game medium selected by the player, the upper limit value of a predetermined parameter is increased.
[0012] In order to solve the above problem, a game device includes: One or more computers; The computer, A process for allowing a player to select a training completed game medium that is used in the training game and is linked to predetermined inheritance information; A process of executing the training game, the process including at least a process of updating one or more parameters associated with the character to be trained and a process based on the training-completed game medium selected by a player; generating and storing the training completed game medium in which the parameters and the inheritance information are linked to the training target character based on the completion of the training game; To carry out the above. the inheritance information includes specific inheritance information for increasing an upper limit value of the parameter, The process of executing the training game includes: When the specific inheritance information is linked to the training-completed game medium selected by the player, the upper limit value of a predetermined parameter is increased. Effect of the Invention
[0013] According to the present invention, it is possible to increase the player's motivation to play. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3]Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, Fig. 3C is a diagram illustrating an example of a profile setting screen, and Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram for explaining an example of scenario initial additional value data, Fig. 5B is a diagram for explaining an example of scenario initial upper limit value data, and Fig. 5C is a diagram for explaining an example of scenario event additional value data. [Figure 6] Fig. 6A is a diagram illustrating a development target character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating the character detail screen. [Figure 7] Fig. 7A is a diagram for explaining a capability parameter (initial value) table. Fig. 7B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram for explaining a skill table. Fig. 7D is a diagram for explaining a dedicated event table. [Figure 8] Fig. 8A is a first diagram illustrating an inheritance character selection screen. Fig. 8B is a first diagram illustrating a training character list screen. Fig. 8C is a second diagram illustrating an inheritance character selection screen. Fig. 8D is a third diagram illustrating an inheritance character selection screen. [Figure 9] FIG. 9 is a diagram for explaining the inheritance system. [Figure 10] FIG. 10 is a diagram for explaining the factor information. [Figure 11] Fig. 11A is a diagram for explaining the utility of basic ability factors, and Fig. 11B is a diagram for explaining the utility of character factors. [Figure 12] FIG. 12A is a diagram for explaining compatibility determination targets, and FIG. 12B is a diagram for explaining compatibility determination items. [Figure 13] Fig. 13A is a diagram for explaining sorting conditions, and Fig. 13B is a diagram for explaining narrowing down conditions. [Figure 14]FIG. 14 is a first diagram illustrating the character details dialog. [Figure 15] FIG. 15 is a second diagram illustrating the character details dialog. [Figure 16] FIG. 16 is a third diagram illustrating the character details dialog. [Figure 17] FIG. 17 is a diagram illustrating the skill display dialog. [Figure 18] Fig. 18A is a first diagram for explaining the support card organization screen, Fig. 18B is a diagram for explaining the support card selection screen, and Fig. 18C is a second diagram for explaining the support card organization screen. [Figure 19] Fig. 19A is a diagram for explaining a support card table, Fig. 19B is a diagram for explaining a support effect table, Fig. 19C is a diagram for explaining a possessed skill table, and Fig. 19D is a diagram for explaining a support event table. [Figure 20] Fig. 20A is a diagram illustrating a final confirmation screen, and Fig. 20B is a diagram illustrating a preset selection screen. [Figure 21] FIG. 21 is a diagram explaining the options available in each turn. [Figure 22] FIG. 22 is a diagram illustrating the game screen. [Diagram 23] Fig. 23A is a first diagram for explaining a training screen. Fig. 23B is a second diagram for explaining a training screen. Fig. 23C is a diagram for explaining a training result notification screen. Fig. 23D is a diagram for explaining a special display. [Figure 24] Fig. 24A is a diagram illustrating an event screen, and Fig. 24B is a diagram illustrating a special effect. [Diagram 25] Fig. 25A is a first diagram illustrating the skill screen, and Fig. 25B is a second diagram illustrating the skill screen. [Figure 26]Fig. 26A is a first diagram illustrating a race selection screen. Fig. 26B is a diagram illustrating a race start screen. Fig. 26C is a first diagram illustrating a race result screen. Fig. 26D is a second diagram illustrating a race result screen. [Figure 27] Fig. 27A is a diagram illustrating an example of a live performance preparation screen, and Fig. 27B is a diagram illustrating a confirmation dialog. [Figure 28] FIG. 28 is a diagram illustrating an example of the first bonus and the second bonus. [Figure 29] FIG. 29 is a diagram illustrating an example of live music etc. route information. [Diagram 30] Fig. 30A is a diagram illustrating an example of a live start screen, and Fig. 30B is a diagram illustrating an example of a live event screen. [Diagram 31] FIG. 31 is a diagram illustrating the general flow of the turn start processing. [Diagram 32] FIG. 32 is a diagram for explaining the arrangement presence / absence table. [Diagram 33] Fig. 33A is a diagram explaining a training level table. Fig. 33B is a diagram explaining a fixed increase value (speed) table. Fig. 33C is a diagram explaining a fixed increase value table (power). Fig. 33D is a diagram explaining a bonus addition rate table. [Diagram 34] Fig. 34A is a diagram explaining performance items linked to training items, Fig. 34B is a diagram explaining fixed increase values of performance parameters, and Fig. 34C is a diagram explaining bonus addition rates of performance parameters. [Diagram 35] FIG. 35 is a diagram illustrating the second event table. [Diagram 36] Fig. 36A is a diagram illustrating the breeding completion screen, Fig. 36B is a second diagram illustrating the breeding completion screen, and Fig. 36C is a third diagram illustrating the breeding completion screen. [Figure 37] FIG. 37 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 38] FIG. 38 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 39] FIG. 39 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 40] FIG. 40 is a first flowchart illustrating the preparation stage process in the player terminal. [Diagram 41] FIG. 41 is a second flowchart illustrating the preparation stage process in the player terminal. [Diagram 42] FIG. 42 is a third flowchart illustrating the preparation stage process in the player terminal. [Diagram 43] FIG. 43 is a flowchart illustrating the training stage process in the server. [Diagram 44] FIG. 44 is a flowchart illustrating the turn start process in the server. [Diagram 45] FIG. 45 is a flowchart illustrating the activation factor determination process in the server. [Figure 46] FIG. 46 is a flowchart illustrating the ability parameter determination process in the server. [Figure 47] FIG. 47 is a flowchart illustrating the training stage processing in the player terminal. [Figure 48] FIG. 48 is a flowchart explaining the turn start process in the player terminal. [Figure 49] FIG. 49 is a flowchart explaining the process during a turn in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the command selection process in the player terminal. [Figure 51] FIG. 51 is a first flowchart illustrating the process during a turn in the server. [Figure 52] FIG. 52 is a second flowchart illustrating the during-turn process in the server. [Figure 53]FIG. 53 is a flowchart illustrating the command receiving process in the player terminal. [Figure 54] FIG. 54 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0017] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0018] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0019] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0020] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess a character obtained by a lottery, known as gacha, or a character distributed by the management side. In addition, a player can possess a support card obtained by a lottery or a support card distributed by the management side.
[0031] As will be described in detail later, a game according to this embodiment provides a training game. In the training game, a player can train a character owned by the player. The training game according to this embodiment has game characteristics in which the character is trained by having the character participate in races that imitate horse racing.
[0032] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
[0033] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided in the menu bar 102. In addition, in the menu bar 102, the operation section corresponding to the screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.
[0034] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.
[0035] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the levels increase. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0036] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.
[0037] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.
[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery in which characters and support cards can be acquired by lottery.
[0039] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the character to be trained (hereinafter referred to as the character to be trained).
[0040] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0041] When the setting of the character to be trained and the deck (inherited characters and support cards) is completed, the preparation stage is changed to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters he possesses into a team and use them in team competition games, etc.
[0042] Thus, the main object of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0043] In addition, in this embodiment, a function for sharing a training character or a support card between players and a function for sharing information between multiple players are provided. A player can set a training character and a support card that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation section 106 is provided in the upper right part of the home screen 100. When the setting operation section 106 is tapped, an option setting screen 110 is displayed.
[0044] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, it becomes possible to confirm and set the information corresponding to the operation unit.
[0045] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0046] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using a circle function that is a place for sharing information with other players. A profile character image 122 that is currently being set is displayed on the profile setting screen 120. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0048] Also displayed on the profile setting screen 120 are a player name set by the player, a player ID given to the player, and the name of the club to which the player belongs. Also provided on the profile setting screen 120 are a representative character setting operation section 126a and a rental card setting operation section 126b.
[0049] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he / she has raised as the representative character. The representative character setting operation section 126a displays an icon image indicating the representative character currently being set. Note that, as will be described in detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0050] When the rental card setting operation section 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image showing the currently set rental card is displayed on the rental card setting operation section 126b. As described above, the support card set as a rental card can be organized into a deck by other players and is used in the training game played by other players.
[0051] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0052] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.
[0053] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.
[0054] Although not shown in the drawings, when a left / right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, is switched. Four home screen setting characters 132 currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation parts displayed on the menu bar 102. Therefore, when the home screen setting characters 132 displayed on the home screen 100 are tapped, the screen is switched in the same manner as when an operation part of the menu bar 102 is tapped.
[0055] On the home setting screen 130, character images corresponding to the four currently set home screen setting characters 132 and corresponding operation units are displayed in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. Furthermore, the player can set an outfit for the home screen setting character 132 on the home setting screen 130.
[0056] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, the player can exchange information with other players who belong to the same circle.
[0057] In addition, in this embodiment, various time-limited events are held irregularly. During the period in which a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0058] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game starts. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is given to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that the player can possess, and the player can possess game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the currently possessed game points to the upper limit is visually displayed.
[0059] It should be noted that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if the player does not possess the required game points, the player cannot start the training game. However, the player can possess an item that restores game points, and can use the item to restore game points. This item can be given, for example, as a reward for the training game or team competition game, or can be acquired by consuming in-game currency. The training game will be described in detail below.
[0060] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. As will be described in detail later, the training main game is a game in which the player trains one character selected from the characters owned by the player as a training character.
[0061] The setting game, in which the player registers a scenario, a character to be trained, and a deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be described first.
[0062] <Preparatory stage processing> The preparatory stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). The support cards are intended to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparatory stage processing will assist in the training of the character to be trained. In what follows, the character linked to the support card will be referred to as the support character.
[0063] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios of the training main game are provided. In each scenario of the training main game, a final goal, goals during the game, etc. are set. The player needs to clear the goals set in each scenario in sequence. Each goal, the period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0064] The training main game has a story, and the game progresses along the story. Events occur at various times during the training main game. Events occurring during the training main game are specific to each scenario. Thus, the multiple scenarios differ from each other in at least some of the events occurring during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0065] FIG. 5A is a diagram for explaining an example of scenario initial added value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit data. FIG. 5C is a diagram for explaining an example of scenario event added value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0066] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are provided: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0067] However, an upper limit is set for each ability parameter, and in the training main game, the value of each ability parameter is updated only within the range of the upper limit, and updating of ability parameters that exceed the upper limit is restricted. At the start of the training main game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0068] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of the five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0069] Specifically, a common base value is preset for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario, or may be different for each ability parameter. Then, at the start of the training main game, the common base value is added to the scenario initial addition value corresponding to the scenario selected by the player, and an initial upper limit value for each ability parameter is set.
[0070] For example, as shown in Fig. 5A, according to the scenario initial added value data, the scenario initial added values of the five ability parameters linked to the scenario ID of "0001" are all set to "200." Therefore, when the scenario ID of "0001" is selected and the training main game is started, the initial upper limit values of the five ability parameters will all be "1400."
[0071] Also, for example, when a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values of the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values of the stamina and intelligence ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".
[0072] In this case, the initial upper limit value is derived by adding the initial added value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial added value of the scenario initial added value data.
[0073] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter, or the common base value plus the scenario initial added value may be set as the initial upper limit value of each ability parameter.
[0074] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit value of each ability parameter. When a scenario event occurs, the scenario event addition value linked to that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20".
[0075] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set at all. Also, the timing of occurrence of scenario events may be the same for all scenarios, or may be different.
[0076] In this way, the upper limit of the ability parameters differs depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0077] <Registering characters to be trained> Fig. 6A is a diagram illustrating a development target character selection screen 150. When a player selects a scenario on the scenario selection screen, the development target character selection screen 150 shown in Fig. 6A is displayed. A plurality of character icons 151 are displayed in the center of the development target character selection screen 150, and characters owned by the player are displayed in a list.
[0078] Moreover, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the training target character selection screen 150. Moreover, a return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed at the bottom of the training target character selection screen 150.
[0079] In this embodiment, an initial value of ability parameter is set for each character. The initial value of ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the ability parameter display section 152a. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.
[0080] Additionally, the ability parameter display section 152a displays an initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the training main game when the player can select a scenario or after the player has selected a scenario is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0081] Here, in the ability parameter display section 152a, initial upper limit values that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values of speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values of speed, power, and tenacity are identifiable with respect to the initial upper limit values of stamina and intelligence. Here, as an identifiable display, the initial upper limit values that exceed the common base value are displayed flashing or in a different color.
[0082] Fig. 7A is a diagram illustrating a skill parameter (initial value) table. In this embodiment, as shown in Fig. 7A, the skill parameter (initial value) table stores the initial value of the skill parameter for each character. Then, based on the initial value of the skill parameter stored in the skill parameter (initial value) table, the initial value of the skill parameter is displayed in the skill parameter display section 152a.
[0083] In this embodiment, an initial value of an ability parameter is set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a are provided.
[0084] The initial value of each character's ability parameters is increased by the player's operation, etc. For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or a specified item. As the character's status level increases, the initial value of the character's ability parameters increases.
[0085] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the ability parameter values in the training main game. In other words, the object of the training main game is to train a character with a higher ability parameter value.
[0086] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player are displayed in alphabetical order in the aptitude parameter display section 152b.
[0087] FIG. 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. The initial values of aptitude parameters indicate that A is the most suitable and G is the least suitable. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display section 152b.
[0088] In this embodiment, an initial value of the aptitude parameter is set for each of a plurality of types of aptitude for each character. Specifically, as the aptitude parameters, there are provided aptitude parameters relating to the course aptitude for each of turf and dirt, aptitude parameters relating to the distance aptitude for each of short distance, mile, middle distance, and long distance, and aptitude parameters relating to the running style aptitude for each of breakaway, leading, overtaking, and chasing.
[0089] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the character will be in the race.
[0090] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may be changed in the training main game. In the training main game, the aptitude parameter may be set to S, which is higher in aptitude than A.
[0091] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the development target character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the development target character selection screen 150 are displayed.
[0092] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race, which will be described later. The activation of a skill gives each character an advantage in the race development.
[0093] FIG. 7C is a diagram illustrating a skill table. As shown in FIG. 7C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen 160 as shown in FIG. 6B. Note that a skill cannot be activated simply by possessing it, and can only be activated by acquiring it. In the following, a skill that a character can activate is called an acquired skill.
[0094] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills are skills that can be acquired by consuming skill points, which will be described later, after the start of the main training game. In other words, possessed skills can become acquired skills in exchange for skill points.
[0095] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Also, the skills corresponding to "◯" in the skill table shown in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown in the character details screen 160 of Fig. 6B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0096] In addition, in FIG. 6B, as the skills provided for each character, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b, but this is not limited to the above. For example, the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0097] Furthermore, when the player taps on the event operation section 162 of the character details screen 160, the content of the character details screen 160 changes as shown in Fig. 6C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. In this case, the event operation section 162 is highlighted as shown in Fig. 6C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.
[0098] Fig. 7D is a diagram for explaining a dedicated event table. As shown in Fig. 7D, the dedicated event table stores a dedicated event for each character possessed by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character detail screen 160 as shown in Fig. 6C. The dedicated events may include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0099] The dedicated events displayed on the character detail screen 160 shown in Fig. 6C may be executed in their entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Also, the number of dedicated events provided for each character may increase, for example, as the character level increases, in-game currency or items are consumed, etc. Also, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0100] 6B and 6C, a close operation section 163 marked with "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the development target character selection screen 150 is displayed on the display 26.
[0101] 6A, when the return operation unit 153 is tapped, a scenario selection screen (not shown) is displayed on the display 26. Further, the development target character selection screen 150 is provided with a development information display button 155. When the development information display button 155 is tapped, a development information display screen (not shown) is displayed. The player can check information about the character selected on the development target character selection screen 150 on the development information display screen.
[0102] The training information display screen has a clear goal tab. The objective of the training game is to generate a stronger character by training a character selected as a character to be trained from among the characters possessed by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player needs to train the character to be trained and enter it in a race for each turn.
[0103] Each character has a number of clear goals set. When the clear goal tab is tapped, a list of clear goals set for the selected character is displayed on the training information display screen. In each turn, a race in which the character to be trained can participate is predefined.
[0104] In addition, when a character to be trained runs in a race, the character can acquire fans, victory points, and special currency. In each race, the base number of fans, victory points, and special currency acquired is determined according to the finishing position, and the higher the finishing position, the greater the number of fans and victory points acquired.
[0105] In addition, each race has a difficulty level set, and the more difficult the race, the more fans and victory points can be earned. For example, some races are graded GI, GII, and GIII, which are called major prizes. The grades increase in order from GIII, GII, and GI. The higher the grade of the race, the more difficult it is, and the more fans and victory points can be earned.
[0106] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the base number is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus number and the base number is the number of fans acquired by the character to be trained. For example, if the race result is first place, the larger the difference between the character to be trained and the character who came in second, the larger the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the character who came in first, the larger the correction value.
[0107] Furthermore, the character to be trained will activate a skill with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress during the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0108] In addition, the number of fans may be stipulated as a condition for entering some races. In this case, if the number of fans acquired by the character to be trained is less than the number of fans stipulated as a condition for entering, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the character.
[0109] In this way, multiple goals are set for each character. By achieving the goals, the player can continue the training main game until the final turn. On the other hand, if the player fails to achieve the goals, the training main game ends with that turn.
[0110] As described above, the player can select a character to be trained while checking various information about each character on the training target character selection screen 150 shown in Fig. 6A. Then, when the next operation unit 154 is tapped on the training target character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.
[0111] <Registering a successor character> Fig. 8A is a first diagram illustrating an inheritance character selection screen 170. Fig. 8B is a first diagram illustrating a development character list screen 180. Fig. 8C is a second diagram illustrating an inheritance character selection screen 170. Fig. 8D is a third diagram illustrating an inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0112] An inherited character is a character that inherits ability values, skills, etc., to a character to be trained. A player can select two inherited characters from the training character he or she owns and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of other players can be organized in a deck as an inherited character in one training game.
[0113] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on the inheriting character selection screen 170. When the screen transitions from the training target character selection screen 150 to the inheriting character selection screen 170, as shown in FIG. 8A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.
[0114] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a raised character list screen 180 shown in Fig. 8B is displayed. A My Character tab 181a and a Rental tab 181b are provided on the raised character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a raised character list display area is provided. A raised character icon 182 is displayed in the raised character list display area.
[0115] When the My Character tab 181a is selected, a raised character icon 182 corresponding to a raised character owned by the player is displayed, as shown in Fig. 8B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a friend's representative character, that is, a raised character raised by a friend, is displayed.
[0116] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is provisionally selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in Fig. 8C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character in the provisionally selected state is displayed in first inheritance character selection area 171a.
[0117] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in FIG. 8D.
[0118] Further, information on the inherited character used when raising the development character is linked to the development character and stored. In the first inherited character selection area 171a, information on the inherited character used when raising the development character is displayed.
[0119] FIG. 9 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the ability parameters and aptitude parameters of the training target character based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one training target character. These inheritance characters are training characters that have been generated previously. Therefore, when a training character to be set as an inheritance character is generated, two inheritance characters are set for that training character.
[0120] As shown in FIG. 9, the character to be trained in the training main game that is about to start is defined as the current generation. In addition, the two training characters set as inherited characters for this character to be trained are defined as the first generation of inheritance. Furthermore, for the first generation of inherited training characters, two training characters are set as inherited characters at the start of training. The two training characters that were set as inherited characters when the first generation of inherited training characters were generated are defined as the second generation of inheritance.
[0121] In this case, the characters that have a utility for the current character to be raised are the first and second succession generation characters, as shown in Figure 9. As described above, two succession characters (first succession generation) are set for one character to be raised, so a total of six characters to be raised provide a utility for one character to be raised.
[0122] For example, a first inheritance group is made up of one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first inheritance character.
[0123] 8D, the first inheritance character selection area 171a shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0124] FIG. 10 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the character to be trained is registered as a training character, and at this time, the training character is linked to factor information and stored. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0125] However, the factors acquired by the training character do not affect the ability of the training character itself. For example, the training character can be made to run in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the order of finish and the race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters that run. Since the factors possessed by the training character are not used in the calculation process, even if the character has a large number of factors, the race will not be favorably advanced.
[0126] The factors possessed by a character to be trained only affect the character to be trained when that character is set as an inherited character. Factors that a character to be trained can acquire are classified into a number of types. In FIG. 10, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of a number of stages. Here, three factor levels are provided as factor stages: level 1, level 2, and level 3.
[0127] The factor level is determined by lottery. In this case, after the factors to be acquired by the training character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factor and factor level are determined at the same time.
[0128] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery for determining the factor level, the probability of winning is set to be the lowest at level 3 and the highest at level 1. However, the probability of winning the acquired factor or the probability of winning the factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.
[0129] Basic ability factors increase the ability parameter values and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.
[0130] FIG. 11A is a diagram explaining the utility of basic ability factors. The increase in each ability parameter and the increase in the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".
[0131] Therefore, if all six characters being trained, two from the first generation of inheritance and four from the second generation of inheritance, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase of 21 x 6 characters).
[0132] However, each factor has a timing and a condition for activation, so even if the inherited character has a factor, if the activation condition is not met at the timing for activation, the factor will not be of any benefit to the character being trained.
[0133] As described above, the training main game is composed of a plurality of turns, among which a predetermined turn is set as a factor activation turn. For example, assume that the first, 30th, and 54th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 30th turn is the second activation timing, and the 54th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is activated, the activation condition for that factor is established, and the utility corresponding to the factor is brought about.
[0134] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to determine whether or not a basic ability factor is activated, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Also, in the 30th turn and the 54th turn, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 30th turn and the 54th turn, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0135] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 8C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Also, the ability parameter display section 152a displays a value to which the increase value for the first turn has been added.
[0136] Also, in FIG. 8D, two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn by the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21", "+63", and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.
[0137] In addition, the increase value of the ability parameter increased by the inheritance characters constituting the first inheritance group and the increase value of the ability parameter increased by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Fig. 8D, the notation "+63" displayed above the ability parameter of power and the notations "+21" and "+42" displayed above the ability parameters of speed and intelligence are color-coded.
[0138] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. Furthermore, the amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of a speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0139] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character to be trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character to be trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation.
[0140] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timing, a lottery is held to determine whether or not to activate. Then, if it is determined that the ability parameter will be activated, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that the ability parameter will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0141] In addition, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not a basic ability factor is activated on a factor-by-factor basis, it is assumed that the basic ability factor is activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter increases.
[0142] On the other hand, when determining whether or not to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit may be increased. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and the upper limit increase according to the factor level.
[0143] 8C and 8D, the initial upper limit value of the ability parameter displayed in ability parameter display section 152a of inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value increased by the basic ability factor has been added. In this way, by displaying the initial upper limit value taking into account the scenario initial additional value and the additional value due to the basic ability factor, convenience when selecting an inheritance character is improved.
[0144] The suitability factors shown in FIG. 10 increase the suitability parameters of the character to be trained. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A character to be trained always acquires one of the six suitability factors. The six suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the first or second generation of inherited characters includes a character to be trained that has a turf factor, the suitability parameter of the turf suitability of the character to be trained increases.
[0145] In addition, the timing and conditions for activating aptitude factors are also set, and it is decided whether or not each aptitude factor will be activated in the same factor activation turn as the basic ability factors. When it is decided that an aptitude factor will be activated, the corresponding aptitude parameter will increase by one level. As an example, in the first turn, the probability of activating an aptitude factor is set to 100%, regardless of the factor level.
[0146] For example, if the aptitude factors of three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the grass and short distance aptitudes of the characters to be trained will increase by two levels, and the mile and middle distance aptitudes will increase by one level.
[0147] Also, for example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are all short distance factors. In this case, the grass aptitude and short distance aptitude of the character to be raised will each increase by three stages. As yet another example, suppose that the aptitude factors of the three characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three characters belonging to the second inheritance group are grass factors, short distance factors, and mile factors, respectively. In this case, the grass aptitude of the character to be raised will increase by four stages, and the short distance aptitude and mile aptitude will each increase by one stage.
[0148] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit of all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character to be trained is A, even if the inherited character has the grass factor, the grass aptitude will not increase in the first turn.
[0149] In contrast, in the 30th and 54th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 30th and 54th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 30th or 54th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 30th and 54th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.
[0150] In addition, the aptitude parameter display section 152b of the inheritance character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.
[0151] A race factor increases the ability parameters of a character to be trained. A race factor is provided for each difficult race (hereinafter referred to as a factor target race) such as a GI among the races that can be entered in the main training game. At the completion of the training game, a lottery is held for each factor target race in which the character to be trained comes in first place to determine whether or not the character to be trained will acquire a race factor. If the lottery is won, the character to be trained can acquire a race factor.
[0152] In addition, the race factors are also assigned a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and the training character can acquire multiple race factors.
[0153] Each race factor is preset with a skill parameter that is increased by activation and the increase value. For example, race factors include a skill that increases the speed skill parameter and a skill that increases the power skill parameter. In this case, the increase value of the skill parameter increases as the factor level increases.
[0154] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 30th and 54th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.
[0155] A character factor is a factor unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, the character factor set for that character is always given to the raised character at the end of the training game. Note that only one character factor is set for one character, so a maximum of one character factor can be acquired by one raised character. Also, if a raised character is generated based on a character that has not been strengthened to a predetermined level, it cannot acquire a character factor.
[0156] In addition, the character factor can be activated on a preset factor activation turn, and is activated by winning a lottery held on the factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, a hint for a skill can be obtained. In addition, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0157] FIG. 11B is a diagram explaining the utility of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may be activated at the first activation timing. If a character factor is activated at the first activation timing, the character being trained will obtain a skill hint as described above, but the upper limit of ability parameters will not increase.
[0158] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". The increase in the upper limit is determined by lottery, for example. At this time, the higher the factor level, the higher the increase may be set.
[0159] In this embodiment, the ability parameters whose upper limit value increases due to the activation of the character factor are preset for each character factor. For example, according to character factor A, the upper limit value of stamina increases in the range of "3" to "6", and according to character factor B, the upper limit value of speed increases by "1" and the upper limit value of tenacity increases by "2", or the upper limit value of speed increases by "2" and the upper limit value of tenacity increases by "2". Incidentally, whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the above basic ability factors, or may be determined separately for each utility.
[0160] The skill factors shown in FIG. 10 are imparted based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill that the training character has acquired. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors that correspond to the acquired skills that the training character has acquired. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by lottery.
[0161] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on the factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, and a hint for the skill can be obtained. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0162] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because the acquisition of skill factors is determined by lottery, even if a character has many skills, it may not be able to acquire a skill factor.
[0163] Note that, here, the training character acquires skill factors in addition to the skills already acquired, but without setting skill factors, the skills that the character to be trained can acquire may be determined based on the already acquired skills possessed by the training character as an inheritance character.
[0164] As described above, the ability parameters of the character to be trained vary greatly depending on the inherited character to be organized in the deck. In addition, even if the ability of the trained character itself is high, whether or not the character acquires factors is determined by lottery, so a trained character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the ability of the trained character itself is not high, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by making it possible to organize the inherited character into the deck, it is possible to bring about the interest of not only training a powerful trained character, but also training a trained character that is effective as an inherited character.
[0165] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first generation succession character, and the second generation succession character. In the case of a combination of characters with good compatibility, the conditions for activating factors are favorable.
[0166] Fig. 12A is a diagram explaining compatibility judgment targets, and Fig. 12B is a diagram explaining compatibility judgment items. As shown in Fig. 12A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be raised and the first inherited generation of raised characters in the first inheritance group. The second judgment target (No. 2) is the current character to be raised and the first inherited generation of raised characters in the second inheritance group.
[0167] The third determination target (No. 3) is the first inheritance generation training character in the first inheritance group, and the first inheritance generation training character in the second inheritance group. The fourth determination target (No. 4) is the current training target character, the first inheritance generation training character in the first inheritance group, and one of the second inheritance generation training characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current training target character, the first inheritance generation training character in the first inheritance group, and the other of the second inheritance generation training character in the first inheritance group (training character B).
[0168] The sixth determination target (No. 6) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character A) in the second inheritance group. The seventh determination target (No. 7) is the current character to be raised, the first-generation character to be raised in the second inheritance group, and one of the characters to be raised in the second inheritance generation (character B) in the second inheritance group.
[0169] For each of the above-mentioned judgment objects, it is judged whether or not the condition is satisfied for each of the judgment items. An example of the judgment items is shown in Fig. 12B. In this embodiment, as the world view of the game, the characters that can be selected as characters to be trained are students, and each character is set to train at school.
[0170] As shown in Fig. 12B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.
[0171] Each judgment item is associated with an expected compatibility value, and the expected compatibility values of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values differ depending on the judgment item, but the expected compatibility values may be common to all judgment items.
[0172] For example, when judging compatibility, first, it is judged whether all judgment items are satisfied between the current training target character, which is the first judgment target, and the training character of the first inheritance generation of the first inheritance group. At this time, the compatibility expectation value linked to the judgment item that is satisfied is accumulated and counted. In this way, the compatibility expectation value is counted in order from the first judgment target to the seventh judgment target, and the activation probability of the factor is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0173] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Also, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0174] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inheriting character, or between the inheriting characters themselves, so the combination of two inheriting characters has a significant impact on the training of the character to be trained. In other words, the compatibility between characters is an important factor in selecting an inheriting character.
[0175] As shown in Figures 8B, 8C, and 8D, when an inheritance character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks, ◎, ◯, and △. Note that, as shown in Figure 8A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0176] 8B, a display switch button 183 is provided on the development character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inheritance characters.
[0177] FIG. 13A is a diagram for explaining sorting conditions. FIG. 13B is a diagram for explaining narrowing-down conditions. A player can select and set the sorting conditions shown in FIG. 13A on a display condition setting screen. Here, as the sorting conditions, any of evaluation points, factors, number of skills, name, field suitability, registration date, running style suitability, compatibility level, distance suitability, and notes can be selected and set. When the sorting conditions are set, a training character list screen 180 is displayed. At this time, on the training character list screen 180, the display order of training character icons 182 is changed according to the sorting conditions.
[0178] In addition, the player can select and set the narrowing down conditions shown in Fig. 13B on the display condition setting screen. Here, the narrowing down conditions include basic ability factors, aptitude factors, and compatibility levels. When the basic ability factors or aptitude factors are set as the narrowing down conditions, only the characters that have the factors selected by the player are displayed on the character list screen 180.
[0179] At this time, the player can set the factor level, and for example, when narrowing down is performed by setting the factor level to level 3, only the development characters having a factor level of level 3 among the factors selected by the player are displayed on the development character list screen 180. The player can narrow down the development characters by selecting whether the development character itself has a factor or whether the inherited character of the development character has a factor.
[0180] In addition, the player can narrow down the search by compatibility level. Here, it is possible to narrow down the search to development characters with compatibility of ◎, development characters with compatibility of ◯, and further development characters with compatibility of △. In this way, sorting and narrowing down by various conditions is possible, improving the convenience for the player.
[0181] Furthermore, when a development character icon 182 is pressed and held on development character list screen 180 shown in FIG. 8B, detailed information about the development character corresponding to development character icon 182 is displayed.
[0182] Fig. 14 is a first diagram illustrating the character details dialog 185A. Fig. 15 is a second diagram illustrating the character details dialog 185A. Fig. 16 is a third diagram illustrating the character details dialog 185A. Detailed information on the character being raised is displayed in the character details dialog 185A. An ability parameter display field 186 showing the ability parameters of the character being raised is displayed at the top of the character details dialog 185A.
[0183] An icon showing the character on which the training character is based, and the training character's evaluation points and training rank are displayed in the upper left of the ability parameter display field 186. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right of the ability parameter display field 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. The nickname list screen displays a list of nicknames acquired by the training character. Note that in the training main game, many nicknames are provided, and acquisition conditions are set for all of the nicknames.
[0184] In the development main game, a nickname that satisfies the acquisition conditions is given to the development character. The player can select one of the nicknames acquired by the development character and set it for the development character. The player can change the nickname set for the development character on the nickname list screen. The currently set nickname (in this case, Legend) is displayed to the left of the nickname change button 186a.
[0185] Examples of conditions for acquiring a nickname include the character being trained gaining a predetermined number of fans, having ability parameters or aptitude parameters above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., first place) in a particular race.
[0186] Furthermore, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, roman letters, etc. can be input up to nine characters. Characters input on the character input screen are stored as memos, linked to the development character. When a memo is stored for the development character, the memo (here, abcdefg) is displayed to the left of the memo input button 186b.
[0187] The above-mentioned memo is included in the sorting conditions of the training character icons 182 on the training character list screen 180. Therefore, by linking a memo to a training character and registering it, the player can more easily search for a training character to be used as an inherited character.
[0188] In addition, an aptitude information display field 187 is displayed below the ability parameter display field 186. In the aptitude information display field 187, aptitude parameters relating to suitability for each of the turf and dirt courses, aptitude parameters relating to suitability for each of the short distance, mile, middle distance, and long distance courses, and aptitude parameters relating to the running style suitability for each of the breakaway, leading, overtaking, and chasing courses are displayed.
[0189] A various information display field 188 is displayed below the aptitude information display field 187. The various information display field 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d. When the skill display tab 188a is tapped, the acquired skills of the training character are displayed in the various information display field 188, as shown in FIG. 14. When the inheritance information display tab 188b is tapped, inheritance information of the training character is displayed, as shown in FIG. 15.
[0190] In addition, the various information display field 188 displays inheritance information based on the training character that can be set as the inheritance character and the inheritance character used to train the training character. The inheritance information includes information on the inheritance character used to train the training character, factor information possessed by the training character, and factor information possessed by the inheritance character. Here, the inheritance information is displayed in a list for each training character.
[0191] Specifically, the factor information associated with the training character and the factor information associated with the inherited character of the training character are displayed for each character. Therefore, by scrolling the various information display field 188 up and down, the player can check the factor information possessed by each of the three characters.
[0192] In the various information display field 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. In addition, in the various information display field 188, race factors and skill factors are displayed in white. Also, a star indicating the factor level is superimposed on each piece of factor information.
[0193] When the training information display tab 188c is tapped, training information of the training character is displayed as shown in Fig. 16. The training information includes the type of support card used when training the training character, the characters of the first and second generations of succession, the results of races in the training game, and the evaluation points.
[0194] In this way, the player can check various information related to the character being trained in the character details dialogue 185A. Therefore, the player can easily grasp the information associated with the inherited character to be organized in the deck, and the convenience of the player can be improved.
[0195] In addition, in the character details dialog 185A, when the close operation section 188d is tapped, the character details dialog 185A is closed, and the development character list screen 180 is displayed on the display 26. Also, as shown in Figs. 8A, 8B, 8C, and 8D, a skill display button 172 is provided in the upper right corner of the inheritance character selection screen 170 and the development character list screen 180. When the skill display button 172 is tapped, a list of skills that may be acquired by the development character provisionally selected as the inheritance character is displayed.
[0196] 17 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to a skill and a skill description display field 189 in which the content of the skill is described. The skills displayed in the skill description display field 189 are a list of all skills that the character to be trained may acquire if the currently selected character to be trained is used as the inherited character.
[0197] That is, the skill display dialogue 185B displays a list of information related to the character factors or skills associated with the skill factors of the training character. As shown in FIG. 8C, when the skill display button 172 is tapped with one training character selected as the inheritance character, the skills associated with the character factors and race factors of this one training character (inheritance character) are displayed in the skill display dialogue 185B.
[0198] On the other hand, as shown in FIG. 8D, when two development characters are selected as inheritance characters and the skill display button 172 is tapped, the skills linked to the character factors and race factors possessed by each of the two development characters (inheritance characters) are displayed in the skill display dialog 185B.
[0199] As described above, in this embodiment, in the character details dialog 185A, the inheritance information (factor information) is displayed in a list for each training character that can be set as an inheritance character. In addition, in the skill display dialog 185B, the information (skill) linked to the inheritance information (factor information) is displayed in a list. At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training character that can be set as the inheritance character and the inheritance character used to generate the training character. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0200] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190 described later is displayed.
[0201] The player must select two development characters as the inheritance characters on the inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, the next operation unit 154 is grayed out as shown in Figs. 8A and 8C, and the player's operation is not accepted. Also, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the development target character selection screen 150 is displayed.
[0202] <Support card registration> FIG. 18A is a first diagram illustrating a support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 18A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation section 153 marked "Return" and a start operation section 193 marked "START" are displayed in the lower part of the support card organization screen 190.
[0203] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed as blank spaces.
[0204] In this embodiment, the player can set six types of support cards to the deck. Of the six types that the player can set, some (e.g., five types) can be selected from the support cards that the player owns. In addition, of the six types that the player can set, the other part (e.g., one type) can be selected from the support cards that other players, such as friends, have set as rental cards.
[0205] Fig. 18B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of Fig. 18A, a support card selection screen 200 shown in Fig. 18B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0206] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, the support cards set as rental cards by friends or players selected based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.
[0207] FIG. 19A is a diagram for explaining a support card table. As shown in FIG. 19A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.
[0208] In this embodiment, a rarity is set for each support card. There are three rarity levels: R (rare), SR (super rare), and SSR (super special rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of the support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possessed skills and the number of support events, which will be described later.
[0209] There are 50 levels for the Support Card, from Level 1 to Level 50. The level of the Support Card can be increased by the player, and the level increased by the player is stored for each Support Card. The level of the Support Card can be increased by using in-game currency, items, etc. The level of the Support Card is capped depending on the rarity.
[0210] For example, support cards with an R rarity have a maximum level of 20, support cards with an SR rarity have a maximum level of 25, and support cards with an SSR rarity have a maximum level of 30.
[0211] The upper limit of the level can be increased stepwise when a certain condition is met. For example, the upper limit of a support card with a rarity of R can be increased to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased to a maximum of level 50.
[0212] 19B is a diagram illustrating a support effect table. As shown in FIG 19B, the support effect table stores support effects for each type of support card possessed by the player.
[0213] The support effect is to increase various stats in the main game. Support cards have multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0214] FIG. 19C is a diagram for explaining the possessed skill table. As shown in FIG. 19C, in the possessed skill table, a possessed skill is set for each support card possessed by the player. In this embodiment, a possessed skill is set for each support card so that a character set by the player as a character to be trained possesses the possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.
[0215] FIG. 19D is a diagram illustrating a support event table. As shown in FIG. 19D, the support event table stores support events that may occur for each support card owned by a player. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0216] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that is set in advance.
[0217] The support events may include a first hint event that may occur at the start of a turn in the training game, a second hint event that may occur after the training of the training game is performed, a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after the training of the training game. The first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.
[0218] Fig. 18C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable as shown in Fig. 18C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 18A.
[0219] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 8D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190 as shown in Fig. 18C, the selected support card is provisionally registered, and the final confirmation screen 205 (Fig. 20A) is displayed.
[0220] Fig. 20A is a diagram explaining the final confirmation screen 205. Fig. 20B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the character to be raised selected by the player, the characters to be raised that make up the first inheritance group, the characters to be raised that make up the second inheritance group, and the support card. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the preset currently selected.
[0221] Here, the preset is reservation information for a race in which a character to be trained will run in the training main game. The player can create a preset by selecting any race from all races. It is possible to save multiple presets, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 20B is displayed.
[0222] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping any of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0223] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the game screen 210 (FIG. 22A) is displayed on the display .
[0224] In this embodiment, when registering a support card, there is a restriction so that the character type set as the character to be developed and the character type set as the support character do not overlap.
[0225] As described above, when the character to be developed, the successor character, and the support card are registered, the preparation stage processing is completed.
[0226] <Growth stage treatment> When the preparation stage process is completed, the training stage process is started. The training stage process progresses the training main game in which the character to be trained can be trained. In the following, for ease of understanding, the basic flow of the training main game will first be described.
[0227] FIG. 21 is a diagram explaining the selection items in each turn. Here, the selection items selectable in each turn are the same regardless of the type of character to be trained. However, the selection items selectable in each turn may differ depending on the type of character to be trained. As shown in FIG. 21, the training main game is made up of the 1st turn to the 78th turn. Various parameters are updated depending on the selection item selected by the player in each turn.
[0228] FIG. 22 is a diagram illustrating a game screen 210. When the process moves to the training stage, the game screen 210 shown in FIG. 22 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The character to be trained is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing in training, which will be described later. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina".
[0229] Furthermore, the character to be trained is provided with a "condition" parameter. The condition display unit 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor condition, poor condition, normal condition, good condition, and excellent condition) so that the character can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters due to training.
[0230] 22, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 shows the current status of the character to be trained as a numerical value and a multi-level rank (18 levels: G, G+, F, F+, E, E+, D, D+, C, C+, B, B+, A, A+, S, S+, SS, SS+).
[0231] Specifically, in the status display section 213, the current upper limit value of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," is displayed in the denominator, and the current numerical value (points) is displayed in the numerator. In addition, a rank is displayed above the current numerical value and upper limit value of each ability parameter. In addition, the skill point display section 214 shows the remaining amount of skill points possessed by the character to be trained in the training game as a numerical value.
[0232] Also, as shown in FIG. 22, at the bottom of the game screen 210, a rest operation section 215 marked "Rest", a training operation section 216 marked "Training", a skill operation section 217 marked "Skill", a going out operation section 218 marked "Going Out", a race operation section 219 marked "Race", and a live performance preparation operation section 220 marked "Lesson" are displayed.
[0233] When the rest operation section 215 is selected, a rest event occurs and physical strength is restored. When the training operation section 216 is selected, training, which will be described later, becomes possible. When the skill operation section 217 is selected, a skill becomes possible to be acquired. When the outing operation section 218 is selected, an outing event occurs and mainly physical condition improves.
[0234] When the race operation unit 219 is selected, the character to be trained can be entered in a race. When a race is run, rewards such as in-game currency and fans are awarded according to the finishing order of the character to be trained in the race. At this time, the higher the finishing order, the greater the reward that is acquired. Also, the more difficult the race, the more rewards can be acquired. For example, in the case of a race of a higher grade such as GI, GII, or GIII, the more rewards can be acquired.
[0235] When the live performance preparation operation unit 220 is selected, a live performance song or live performance skill (hereinafter referred to as a live performance song or the like) to be performed at a live event described later can be acquired. Hereinafter, the live performance preparation operation unit 220 from the rest operation unit 215 will be referred to as a command. Also, a process or an event itself executed based on an operation of the live performance preparation operation unit 220 from the rest operation unit 215 may be referred to as a command.
[0236] When a rest event occurs, an outing event occurs, training is performed, or a race is run, the current turn ends and the next turn begins. On the other hand, when a skill is acquired, a live song is acquired, or the like, the current turn does not end and another command can be selected.
[0237] In FIG. 21, the commands that the player can select in each turn are marked with a circle, and the commands that the player cannot select in each turn are marked with a cross. Note that the commands that the player can select in each turn shown in FIG. 21 are merely an example. Here, in this embodiment, the 24th turn, 36th turn, 48th turn, 60th turn, 72nd turn, 74th turn, 76th turn, and 78th turn are set as live event holding turns. In the live event holding turns, a live event indicated as "Live" in FIG. 21 occurs. In the live event holding turns, the commands that the player can select are limited to executing the live event or acquiring a live song or the like.
[0238] However, during a live event turn, commands other than executing a live event and acquiring a live song, etc. may be selectable. In this case, for example, a command to end the current turn may be selected, and the live event may be executed after a predetermined event occurs.
[0239] Although details will be described later, in this embodiment, a live event is executed based on the live songs etc. acquired up until the live event turn. The character to be trained acquires parameters for each performance (hereinafter referred to as performance parameters) as described later by performing training. Live songs etc. can be acquired by consuming the performance parameters possessed by the character to be trained. When a live event is executed, a reward is given to the player. The more live songs etc. acquired up until the live event is executed, the more advantageous the reward given to the player will be.
[0240] During the training main game, the player can check the live songs, etc. that he / she has acquired before the next live event is executed on various screens. However, when a live event is executed, the number of live songs, etc. to be acquired before the next live event, i.e., the number of live songs, etc. currently acquired, becomes 0. Therefore, the player needs to acquire live songs, etc. appropriately between the start of the training main game and the first live event turn, or between live event turns.
[0241] As shown in Fig. 22, a performance parameter display section 221, a turn display section 222, and an acquisition status display icon 223 are provided in the upper left corner of the game screen 210. The performance parameter display section 221 displays the values of the performance parameters possessed by the character to be trained. In this embodiment, five types of performance items are provided: dance, passion, vocal, visual, and mental. Parameters are provided for each performance item.
[0242] Da, Pa, Vo, Vi, and Me displayed in the performance parameter display section 221 indicate the performance items of dance, passion, vocals, visuals, and mental, respectively. In the performance parameter display section 221, the upper limit value of the parameter of each performance item is shown in the denominator, and the current value is shown in the numerator. The upper limit value of the parameter of each performance item increases with each live performance turn. For example, up to the first live performance turn, the upper limit value of the parameters of all performance items is set to 200. Therefore, up to the 24th turn, which is the first live performance turn, each performance parameter increases or decreases within a range of 200 or less. Then, with the end of the 24th turn, the upper limit value of the parameter of each performance item is raised to, for example, 300.
[0243] In this manner, in this embodiment, the upper limit value of the parameters of each performance item is raised in stages, which requires the player to frequently acquire live music pieces and the like.
[0244] Furthermore, the turn display section 222 displays the number of remaining turns until the next live holding turn and the current number of turns since the start of the training main game. Furthermore, when the acquisition status display icon 223 is tapped, an acquisition status display screen (not shown) is displayed. The acquisition status display screen displays a list of songs that were acquired after the previous live holding turn and will be performed in the next live event. Furthermore, on the acquisition status display screen, all live songs, etc. acquired after the start of the training main game can be confirmed.
[0245] Fig. 23A is a first diagram illustrating the training screen 240. Fig. 23B is a second diagram illustrating the training screen 240. When the training operation section 216 of the game screen 210 is operated, the training screen 240 is displayed on the display .
[0246] 23A, a status display section 213 and a skill point display section 214 are displayed near the center of the training screen 240. In addition, a performance parameter display section 221, a turn display section 222, and an acquisition status display icon 223 are displayed in the upper left corner of the training screen 240.
[0247] Furthermore, training items are displayed at the bottom of the training screen 240. Here, a speed operation section 241 marked "Speed" and a stamina operation section 242 marked "Stamina" and a power operation section 243 marked "Power" and a will operation section 244 marked "Spirit" and a wisdom operation section 245 marked "Wisdom" are displayed.
[0248] When the player taps once on any of the operation units 241-245, the training item corresponding to the tapped operation unit 241-245 is provisionally selected. At this time, the operation unit 241-245 corresponding to the provisionally selected training item is highlighted. FIG. 23A shows a state in which the power operation unit 243 is provisionally selected. Also, FIG. 23B shows a state in which the stamina operation unit 242 is provisionally selected.
[0249] Additionally, the training level for each training item is also displayed on each of the operation units 241 to 245. The training level is a parameter that increases according to the number of times each training item is selected. The higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1, and can increase up to a maximum of level 5.
[0250] Moreover, the operation units 241 to 245 during the provisional selection display a failure rate display unit 246 marked "Failure." The failure rate displayed as a numerical value in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.
[0251] Also, the status display section 213 displays the value of the ability parameter that will increase if the provisionally selected training is successful. For example, in the example shown in Fig. 23A, the power operation section 243 is provisionally selected, and "+8" and "+10" are displayed in "Stamina" and "Power" in the status display section 213. Also, in the example shown in Fig. 23B, the stamina operation section 242 is provisionally selected, and "+15" and "+5" are displayed in "Stamina" and "Spirit" in the status display section 213.
[0252] Furthermore, when the training is successful, the operation units 241 to 245 corresponding to the training item in which a predetermined event occurs display an event notification display 247. The event notification display 247 can be displayed in different manners depending on the type of event.
[0253] 23B, a placed character icon 248 corresponding to the character placed in the provisionally selected training is displayed in the upper right portion of the training screen 240. If the training is successful, a predetermined event may occur corresponding to the character displayed in the placed character icon 248. In this case, an event notification display 247 is displayed on the corresponding placed character icon 248.
[0254] In this embodiment, the characters placed in the training include support characters. When training in which a support character is placed is executed, a second event linked to the placed support character may occur. When this second event occurs, an event notification display 247 is displayed on the placed character icon 248. When the training in which a support character is placed is successful, the parameter increase value of the character to be trained is higher than when training in which a support character is not placed is successful.
[0255] The characters placed in the training include characters other than the support characters corresponding to the support cards registered by the player in the preparation stage process. For example, a character selected by random drawing from among all the support characters implemented in the game may be placed in the training. In this case, the training screen 240 displays a character icon 248 indicating a character other than the support character registered by the player.
[0256] Furthermore, when training in which the character icon 248 is displayed is performed, an event associated with a character other than the support character registered by the player may occur. Here, the occurrence rate of an event associated with a character not registered by the player is lower than the occurrence rate of an event associated with a support character registered by the player. In this case, an event notification display 247 may also be displayed on the character icon 248 displayed on the training screen 240.
[0257] 23C is a diagram illustrating training result notification screen 240a. When any of temporarily selected operation units 241 to 245 is tapped again, the training corresponding to the tapped operation unit 241 to 245 is executed. When the training is executed, training result notification screen 240a is displayed on display 26. The success or failure of the training is notified by training result notification screen 240a.
[0258] FIG. 23C shows an example of a case where the training is successful and a success effect is executed. In the success effect, an image (not shown) of the character to be trained undergoing training is displayed. In addition, in the success effect, the word "Success" is displayed to notify the player that the training was successful. Furthermore, in the success effect, the ability parameters are updated and displayed in the status display unit 213. Specifically, in the success effect, "UP" is displayed above the ability parameters corresponding to the training item (training event) selected by the player, and the numerical value is updated and displayed.
[0259] Here, the value of the ability parameter that increases if the training is successful, which was displayed in the status display section 213 in Fig. 23B, is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. If the training of speed, stamina, power, or tenacity is successful, the stamina decreases. On the other hand, if the training of wisdom is successful, the stamina is restored.
[0260] Furthermore, if training is unsuccessful, a prescribed penalty is given. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty given when the failure rate is high can be more disadvantageous (for example, a larger decrease in the numerical value of stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty given when the failure rate is low.
[0261] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.
[0262] If the training is unsuccessful, a failure effect is executed on the training result notification screen 240a. The failure effect notifies the user that the training has been unsuccessful. If a penalty is awarded, the content of the penalty is notified by the failure effect.
[0263] As described above, in the training game, an upper limit value is set for each ability parameter. The value of each ability parameter is updated within the range of the set upper limit value. In other words, updating of ability parameters that exceed the upper limit value is restricted. Furthermore, in the training game, a common base value is provided that is set in common to multiple ability parameters or multiple scenarios. This common base value is applied to the scenario initial added value and to ability parameters that do not have an added value due to the activation of a factor. As described above, in this embodiment, the common base value is set to "1200".
[0264] The upper limit value of each ability parameter exceeds the common base value by adding the scenario initial addition value or the addition value due to the activation of a factor. In other words, the upper limit value of the ability parameter set based on the scenario initial addition value data includes a value greater than the common base value. In addition, the upper limit value of the ability parameter can rise to a value greater than the common base value depending on the basic ability factors or character factors of the training character selected by the player as the inherited character. The common base value can also be said to be the upper limit value of the original ability parameter. If the ability parameter rises beyond the common base value when training is successful, a special display is made.
[0265] FIG. 23D is a diagram for explaining a special display. As described above, the status display section 213 displays the value of the ability parameter that will increase if the provisionally selected training is successful. At this time, it is assumed that the tenacity parameter increases to 1215, exceeding the common base value of 1200. In this case, a special icon (an upward arrow in FIG. 23D) is displayed as a special display in addition to the increase in the ability parameter at the top of the status display section 213. Also, in this case, the increase in the ability parameter is displayed in a color different from that in normal times as a special display. The special display notifies the user that the ability parameter will increase beyond the common base value, i.e., the original upper limit value.
[0266] When the provisionally selected training is executed in the above state, the tenacity parameter rises above the common base value. In this case, a success performance is executed as shown in FIG. 23C, and a special display is also displayed in this success performance. That is, a special icon is displayed in the status display unit 213, and the numerical value of the ability parameter in the status display unit 213 is displayed in a color different from that in normal times. Here, a case where a special display is displayed when the ability parameter exceeds the common base value has been described, but a special display may also be executed when the ability parameter is equal to or greater than the common base value.
[0267] 24A is a diagram illustrating the event screen 240b. When the display of the training result report screen 240a ends, the event screen 240b may be displayed on the display 26. Various events are executed on the event screen 240b. Note that multiple events may occur during one turn.
[0268] For example, when the first hint event or the second hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0269] The events include the first hint event and the second hint event that have skills, as well as an event that recovers stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. As will be described in detail later, the events include an event in which the turn that occurs is predetermined, and an event that occurs when a predetermined lottery is won. In addition, there are events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred have ended, the game screen 210 for the next turn is displayed.
[0270] Here, if an event occurs that increases the ability parameter, and the ability parameter increases beyond the common base value, a special effect is executed. In other words, if the occurrence of an event causes the ability parameter value to increase to 1201 or more, a special effect is executed.
[0271] FIG. 24B is a diagram for explaining the special effect. In the special effect, an event screen 240b is displayed as shown in FIG. 24B. In the special effect, the increase value of the ability parameter and the type of the increased ability parameter are notified. In the example shown in FIG. 24B, "Spirit has increased by 30 beyond the original upper limit" is displayed on the event screen 240b. This notifies the player that the guts ability parameter will increase by "30". Note that, when the ability parameter increases within a range equal to or less than the common base value, the special effect is not executed, and a normal event screen is displayed. Note that, although the case where the special effect is executed when the ability parameter exceeds the common base value has been described here, the special effect may be executed when the ability parameter is equal to or greater than the common base value.
[0272] As described above, in this embodiment, a common base value is set that is common to a plurality of ability parameters or a plurality of scenarios. Then, when an ability parameter is updated within the range of the common base value, a different display is performed when the ability parameter is updated beyond the common base value. This allows the player to feel a sense of satisfaction when the ability parameter increases beyond the common base value.
[0273] In addition, here, if the updated value of the ability parameter exceeds the common base value, a special display or special effect is always executed. However, the special display or special effect may be executed only when the common base value is exceeded for one ability parameter for the first time. In this case, for example, when the ability parameter further increases after exceeding the common base value, a success effect or normal effect may be executed.
[0274] Also, for example, when an ability parameter rises beyond the common base value, a special display or special effect may be executed. Specifically, when a certain ability parameter exceeds the common base value for the first time, a special display or special effect is executed. Thereafter, suppose that the value of the ability parameter falls below the common base value due to the occurrence of an event, failure in training, or the like. Thereafter, when the ability parameter rises beyond the common base value due to success in training, or the like, a special display or special effect is executed again.
[0275] In this embodiment, a performance item is linked to each training item with a predetermined probability. For example, at the start of a turn, a performance item to be linked to each training item is determined by lottery. Here, a maximum of two performance items are linked to one training item. As shown in FIG. 23A and FIG. 23B, the performance items linked to the training items are identifiably displayed on the speed operation unit 241 to the intelligence operation unit 245.
[0276] Specifically, in the example shown in FIG. 23A, two performance items, dance and passion, are linked to the training item of speed. In this case, the speed operation unit 241 is marked with "Da" indicating dance and "Pa" indicating passion. Similarly, the stamina operation unit 242 is linked to the performance items of passion and vocals. Furthermore, the power operation unit 243 is linked to the performance item of mentality. On the other hand, no performance items are linked to the training items of guts and wisdom. However, one or more performance items may be linked to every training item in every turn. Furthermore, the same performance item may be linked to two or more different training items.
[0277] Then, assume that a training item is selected and the training is successful. At this time, if a performance item is linked to the successful training, the parameter of this linked performance item increases. As described above, in the example shown in FIG. 23A, the mental performance item is linked to the power training item. In a state in which the power training item is provisionally selected, "+10" is written to the right of the mental display section in the performance parameter display section 221. This indicates that if the power training is successful, the mental performance parameter increases by 10.
[0278] 23B shows that if stamina training is successful, the passion performance parameter will increase by 10, and the vocal performance parameter will increase by 5. In this way, when a training item is provisionally selected, the values of the performance parameters that will increase if the provisionally selected training is successful are displayed in performance parameter display section 221.
[0279] Then, when the training item is decided and the training is successful, the performance parameter increases. FIG. 23C shows a case where the stamina training is successful. As can be seen by comparing FIG. 23B and FIG. 23C, the performance parameter of passion has increased by 10, and the performance parameter of vocals has increased by 5 in the performance parameter display section 221. The increase in the performance parameters will be described later.
[0280] Fig. 25A is a first diagram illustrating the skill screen 250. Fig. 25B is a second diagram illustrating the skill screen 250. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 250 shown in Fig. 25A is displayed on the display 26.
[0281] A skill display field 251 is displayed on the skill screen 250. The skill display field 251 displays acquired skills, possessed skills preset for the character to be trained, possessed skills acquired due to the occurrence of various events, etc. Furthermore, when a first hint event or a second hint event occurs for a possessed skill, the skill points consumed to acquire the possessed skill are discounted. Here, for possessed skills for which a hint has been obtained, the skill points required to acquire the skill are discounted and displayed. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the skill display field 251.
[0282] Furthermore, the activation conditions and the effect when activated of each skill are displayed for each skill displayed on the skill screen 250. When a possessed skill is acquired by consuming skill points based on the player's operation, "GET" is displayed on the acquired skill as shown in FIG. 25B to notify the player that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214 and the display is updated.
[0283] Fig. 26A is a first diagram illustrating a race selection screen 260. When the race operation unit 219 on the game screen 210 is operated, the race selection screen 260 shown in Fig. 26A is displayed. The race has a game nature in which the character to be trained races against an NPC.
[0284] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 260. A race selection operation section 261 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 260. A plurality of race selection operation sections 261 may be displayed on the race selection screen 260. A start operation section 262 marked "Start" is displayed at the bottom of the race selection screen 260. The races that can be selected by the race selection operation section 261 of the race selection screen 260 are preset for each turn.
[0285] In addition, race conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the race conditions. As described above, some races have a stipulated number of fans as a race condition. For races that do not meet the stipulated number of fans, the race conditions are displayed on the race selection operation unit 261 as shown in FIG. 26A, and a notice is given that the race cannot be selected.
[0286] FIG. 26B is a diagram illustrating a race start screen 270. When the start operation unit 262 is operated in a state in which the race event of the race to be participated is selected by the race selection operation unit 261, the race start screen 270 shown in FIG. 26B is displayed. A strategy display unit 271 is displayed in the center of the race start screen 270. In addition, the strategy display unit 271 highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 272 marked "Change". When the change operation unit 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the race to any strategy by operating the strategy change screen.
[0287] Further, at the bottom of the race start screen 270, a result operation section 273 marked "Result" and a race operation section 274 marked "Race" are displayed.
[0288] When the race operation unit 274 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the development of the race (hereinafter also referred to as race video) is displayed.
[0289] FIG. 26C is a first diagram for explaining the race result screen 280. FIG. 26D is a second diagram for explaining the race result screen 280. When the playback of the race video ends, and when the result operation unit 273 is operated, the race result screen 280 is displayed on the display 26. As shown in FIG. 26C, the race result screen 280 displays the finishing order of the characters to be trained in the race. Also, as shown in FIG. 26D, the race result screen 280 displays the current class of the characters to be trained.
[0290] In this embodiment, the characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class, and here, the characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 280 displays the number of fans acquired in the current race. The race result screen 280 also displays the total number of fans, which is the sum of the newly acquired number of fans and the number of fans previously acquired. The current class corresponding to the accumulated number of fans is also displayed in an identifiable manner.
[0291] Fig. 27A is a diagram illustrating an example of a live performance preparation screen 290. When the live performance preparation operation section 220 of the game screen 210 is operated, the live performance preparation screen 290 shown in Fig. 27A is displayed. The live performance preparation screen 290 is a screen for acquiring live music and the like by consuming performance parameters. A performance parameter display section 291 is displayed at the top of the live performance preparation screen 290. The performance parameter display section 291 displays the current parameter values for each of five types of performance items.
[0292] The live performance preparation screen 290 presents three live musical pieces etc. that the player can acquire. Below the performance parameter display section 291, a live musical piece etc. detail display field 292 is displayed for each live musical piece etc. In other words, three live musical piece etc. detail display fields 292 are always displayed on the live performance preparation screen 290. Each of the three live musical piece etc. detail display fields 292 is linked to a different live musical piece etc. The player can acquire the live musical piece etc. linked to the live musical piece etc. detail display field 292 by tapping the live musical piece etc. detail display field 292.
[0293] The live music etc. detail display field 292 includes a title display field 292a, a first bonus display field 292b, a second bonus display field 292c, and a consumed parameter display field 292d. The title name of the live music etc. is displayed in the title display field 292a. The first bonus display field 292b lists the contents of the first bonus, and the second bonus display field 292c lists the contents of the second bonus. The consumed parameter display field 292d lists the performance parameters consumed to acquire the live music etc., in other words, the performance parameters required to acquire the live music etc.
[0294] FIG. 28 is a diagram for explaining an example of the first bonus and the second bonus. A first bonus is always associated with a live musical piece or the like. The first bonus is a utility that is advantageous to the player. Examples of the first bonus include an increase in ability parameters, acquisition of skill hints, and recovery of physical strength.
[0295] Depending on the live song, a second bonus is linked in addition to the first bonus. Specifically, there are live skills that are linked only to the first bonus, and live songs that are linked to both the first and second bonuses. The second bonus, like the first bonus, is also a beneficial utility for the player. Examples of the second bonus include an increase in the probability that a character is placed in a favorite training (Favorite Training Rate), an increase in the probability that an event occurs, an increase in the occurrence rate of skill hints, an increase in rewards acquired in races (Race Bonus), and a decrease in failure rate.
[0296] Here, the first bonus and the second bonus have different timings at which their utility is activated. In other words, the first bonus and the second bonus have different timings at which their utility is provided. The utility of the first bonus occurs in the turn when the player acquires a live music piece or the like. In contrast, the utility of the second bonus occurs in a specific turn set in advance, which is later than the turn when the player acquires a live music piece or the like. Specifically, the utility of the second bonus occurs when the next live performance is held, that is, in the next live performance turn.
[0297] The first bonus display field 292b and the second bonus display field 292c shown in Fig. 27A show the utility to be generated as the contents of the first bonus and the second bonus, respectively. Note that in Fig. 27A, the second bonus display field 292c of the live music etc. detail display field 292 displayed at the bottom is blank. This indicates that the second bonus is not associated with the live music etc.
[0298] Furthermore, if there are insufficient performance parameters required to acquire live music, etc., it is not possible to acquire the live music, etc. displayed on the live preparation screen 290. For live music, etc. that cannot be acquired due to a lack of performance parameters, the live music, etc. detail display field 292 is displayed as grayed out. In the example shown in Fig. 27A, live music, etc. corresponding to the upper and lower live music, etc. detail display fields 292 can be acquired, but the live music, etc. corresponding to the middle live music, etc. detail display field 292 cannot be acquired.
[0299] Fig. 27B is a diagram illustrating the confirmation dialog 294. When the live music etc. detail display field 292 corresponding to an acquireable live music etc. is tapped, the confirmation dialog 294 shown in Fig. 27B is displayed. The confirmation dialog 294 displays the same information as that displayed in the live music etc. detail display field 292 tapped by the player. Also displayed are the current performance parameters and the remaining performance parameters in the event that the live music etc. is acquired.
[0300] Furthermore, the confirmation dialog 294 is provided with an execute button 294a and a cancel button 294b. When the cancel button 294b is tapped, the confirmation dialog 294 is closed and the live performance preparation screen 290 is displayed. When the execute button 294a is tapped, the live music piece, etc. selected by the player is acquired. When the live music piece, etc. is acquired, a first bonus linked to the acquired live music piece, etc. is activated. When the first bonus is activated, various parameters are updated. Although not shown in the figure, the utility brought about by the first bonus is notified by a performance.
[0301] As described above, when the player acquires a live music piece, the next three live music pieces that the player can acquire are newly determined. In other words, the player loses the opportunity to acquire two live music pieces that the player did not acquire among the three live music pieces presented on the live performance preparation screen 290.
[0302] FIG. 29 is a diagram for explaining an example of live music path information. The live music presented to the player to be acquired is so-called tree structured. For example, assume that three live music pieces No.1, No.2, and No.3 are first presented to the player after the start of the training main game. Then, when the player acquires the live music piece No.1, three live music pieces No.4, No.5, and No.6 are presented next. After that, when the player acquires the live music piece No.6, three live music pieces No.11, No.12, and No.13 are presented next. Furthermore, when the player acquires the live music piece No.11, three live music pieces No.18, No.19, and No.20 are presented next.
[0303] In addition, when the row shown on the horizontal axis of Fig. 29 reaches the final row, the path may be looped so as to connect to a specific row. This allows the player to acquire live music and the like, regardless of the limit of the tree structure.
[0304] In this way, for each of the three live songs etc. presented to the player, three live songs etc. that are presented as available for acquisition next are preset. Different utilities are associated with the live songs etc. that the player acquires. Therefore, for the player, the important strategic element is what path to take to acquire the live songs etc.
[0305] In this embodiment, it is not possible to acquire one live music piece, etc., more than once. Therefore, whether or not to display the next three live music pieces, etc. that the player can acquire may be determined based on whether or not the player has already acquired them. For example, live music pieces, etc. that the player has already acquired may be hidden, and only live music pieces, etc. that the player has not yet acquired may be displayed. At this time, the acquired live music pieces, etc. may be replaced with other live music pieces, etc. that have not yet been acquired. In this way, by hiding the acquired music pieces, etc., it is guaranteed that the three options that can be acquired are always displayed.
[0306] An upper limit may be set on the number of songs, etc. that can be acquired during a particular turn. In this case, it is preferable to determine whether or not the next three live songs, etc. that the player can acquire are displayed based on whether the upper limit number of songs, etc. have been acquired during a particular turn. This allows the pace at which songs, etc. that bring particularly great utility to be acquired during the game to be controlled, improving interest.
[0307] Furthermore, the method of determining the live music pieces etc. presented to the player is not limited to this. For example, when the player acquires a live music piece etc., multiple live music pieces etc. that the player can newly acquire may be determined by lottery. In this case, for example, three live music pieces etc. that the player can acquire next may be determined by lottery. Alternatively, of the remaining two live music pieces etc. that the player did not acquire, one live music piece etc. may remain, and two new live music pieces etc. may be determined by lottery.
[0308] Also, for example, three routes may be provided, a first route, a second route, and a third route, in which the order of one live musical piece etc. presented to the player is determined. In this case, for example, when the player acquires a live musical piece etc. on the first route, the next live musical piece etc. set on the first route is presented to the player. At this time, the live musical pieces etc. on the second and third routes may be presented as they are, or the next live musical piece etc. may be presented to the player in the same manner as the first route.
[0309] In addition, here, the player can only acquire one of the three presented live music pieces, etc. However, the player may be able to acquire some or more of the three presented live music pieces, etc.
[0310] When the player acquires a live music piece, etc., a live music piece, etc. detail display field 292 corresponding to the new live music piece, etc. is displayed on the live performance preparation screen 290. Therefore, the player can acquire multiple live music pieces, etc. during one turn.
[0311] Here, all three options that the player can select are live music or the like. However, the three options that the player can select may include a first bonus or a second bonus that is not linked to a live music or the like, in addition to the live music or the like. For example, No. 1 shown in FIG. 29 may be the first bonus, No. 2 may be the second bonus, and No. 3 may be a live music or the like. In this case, when No. 2 is selected, the second bonus is awarded to the player, and new options No. 5, No. 6, and No. 7 are presented.
[0312] Here, fixed first and second bonuses are linked to each live music piece, etc. However, for example, a first bonus group or a second bonus group may be linked to each live music piece, etc. In this case, the probability of winning one or more utilities is set in advance for each first bonus group or second bonus group. Then, the utility to be awarded may be determined by lottery based on the first bonus group or the second bonus group linked to the live music piece, etc. acquired by the player.
[0313] Fig. 30A is a diagram illustrating an example of a live start screen 300. Fig. 30B is a diagram illustrating an example of a live event screen 301. During the live opening turn, the live start screen 300 is displayed in place of the game screen 210. The live start screen 300 displays a performance parameter display section 291. In addition, at the bottom of the live start screen 300, a live preparation operation section 220 and a live start button 300a are displayed.
[0314] When the live preparation operation unit 220 is tapped on the live start screen 300, the live preparation screen 290 shown in Fig. 27A is displayed. Therefore, even during the live opening turn, the player can acquire live music and the like. Also, when the live start button 300a is tapped, the live event screen 301 shown in Fig. 30B is displayed.
[0315] The live event screen 301 includes a cut-in image in which a plurality of characters are displayed. In the live event screen 301, an image of a character to be trained performing a live show is displayed. The number of characters displayed on the live event screen 301 may be, for example, one, three, or five. In this case, the more live songs, etc. acquired during a live show turn, the more characters may be displayed on the live event screen 301. Alternatively, the number of characters displayed on the live event screen 301 may be fixed.
[0316] Also, here, only a cut-in image is displayed on the live event screen 301, and actual live footage is not displayed. However, live footage corresponding to the actually acquired live music may be output. Alternatively, only live footage corresponding to some of the acquired live music may be output.
[0317] In addition, in this embodiment, the live cooperation members are determined in a preset turn, which will be described in detail later. Therefore, the rewards provided after the end of the live event may differ depending on the number of live cooperation members and the type of characters. Specifically, in a given turn, a preset character becomes a live cooperation member, or a character selected by lottery becomes a live cooperation member. In other words, as the player advances through the turns, the number of live cooperation members gradually increases. At this time, the characters displayed on the live event screen 301 may be determined by lottery or the like from among the live cooperation members. In this case, the display mode of the live event screen 301 differs depending on the progress of the training main game, which increases the interest of the game.
[0318] Furthermore, the more live songs etc. acquired by the player between the previous live event and the current live event, the more advantageous the reward provided after the end of the live event may be. For example, if the number of live songs etc. acquired by the player is less than a predetermined number, the live event is deemed a success, and a predetermined reward is awarded. On the other hand, if the number of live songs etc. acquired by the player is equal to or greater than a predetermined number, the live event is deemed a great success, and a more advantageous reward is awarded than in the case of a successful event.
[0319] In this embodiment, even if no live music or the like is acquired, the live event is judged to be successful. In this case, for example, it is preferable to bring about a story in the live event, such as a fixed live music or the like being performed. However, if no live music or the like is acquired in a live event turn, the live event may be judged to be a failure, or the game may be over.
[0320] 31 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.
[0321] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that may occur during the training main game are predetermined.
[0322] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.
[0323] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario appears only when the first scenario is selected, and does not appear when another scenario is selected.
[0324] A scenario-common event is an event that appears in common across multiple scenarios, and therefore appears when the first scenario is selected and when the second scenario is selected.
[0325] Here, it is assumed that scenario events include scenario-specific events and scenario-common events, although only one of the scenario-specific events and the scenario-common events may be provided.
[0326] As described above, the dedicated events are events that are set in advance for each character. In the training main game, a dedicated event appears for the character that the player registered as the character to be trained in the setting game, i.e., in the preparation stage processing.
[0327] As described above, the support event is an event that is preset for each support card. In the training main game, a support event appears that is linked to the support card that the player registered in the setting game. The support events include a first event that may occur at the start of a turn and a second event that may occur after training is performed. Whether or not the first event occurs is determined at the start of a turn based on a random number obtained randomly and a first event table.
[0328] After the determination process of each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.
[0329] In this embodiment, the first event is selected by lottery from among the support events associated with the support cards registered in the deck by the player in the preparation stage process. However, this is not limited to this, and a support event associated with a support card selected by lottery from among all support cards implemented in the game may be selectable. In this case, the selection probability of a support event associated with a support card registered in the deck may be higher than the selection probability of a support card event associated with a support card not registered in the deck.
[0330] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event and a support event will occur is determined based on the character to be trained and the support card, respectively. These event types are classified according to the information that is referenced when determining whether an event will occur.
[0331] In contrast, in this embodiment, each event is classified into one of six event classifications depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event classifications: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.
[0332] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character to be trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character to be trained. The story event is an event that displays a story related to the characters that appear in the training game. Some story events change ability parameters or aptitude parameters in addition to displaying a story.
[0333] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.
[0334] In this embodiment, the turn start process includes a process for determining a scenario event, a process for determining a dedicated event, and also includes a "process for determining whether a first event will occur," a "process for determining whether a support character will be placed," a "process for determining an increase in ability parameters," a "process for determining performance parameters," a "process for determining a second event," and a "process for determining live cooperation members," all of which are shown in Fig. 31. Note that various other processes are also executed in the turn start process, but here, the processes shown in Fig. 31 will be explained in order.
[0335] <Process to determine whether the first event has occurred> The first event is selected by lottery from among the support events (first events) associated with the support cards registered by the player in the preparation stage process. Specifically, at the start of a turn, a random number is randomly acquired, and based on the acquired random number and the first event table, the occurrence or nonoccurrence of the first event and the contents of the first event are determined. In the first event table, a selection ratio of "occurring" or "not causing" the first event is set. In this embodiment, the first event includes four types of events, namely, event a, event b, event c, and event d. For example, in the first event table, the probability of "occurring" each event (events a to d) is set to 20%, and the probability of "not causing" the first event is set to 20%. The selection ratio of the first event may be set individually for each support card, i.e., for each support character.
[0336] <Process to determine whether or not to place support characters> FIG. 32 is a diagram for explaining the arrangement table. As shown in FIG. 32, the arrangement table has a selection ratio of the arrangement of training items for support characters ("arrange in one of the training items" or "not arrange"). In this embodiment, the arrangement of all support characters corresponding to all support cards registered by the player in the preparation stage process is determined based on the arrangement table shown in FIG. 32. Specifically, at the start of a turn, a random number is randomly obtained, and the arrangement of training items for each support character is determined based on the obtained random number and the arrangement table. However, the present invention is not limited to this, and the arrangement of training items for each support character may be selected by lottery from among all support characters corresponding to all support cards implemented in the game.
[0337] Specifically, as shown in FIG. 32, in this embodiment, the support character is selected to be "placed" in any one of the training items of speed, stamina, power, tenacity, and intelligence with a probability of 16%, and "not placed" in any training item with a probability of 20%. Note that, as shown in FIG. 19A, a plurality of types of favorite training are set for the support character. Thus, for example, the selection ratio of the support character to be placed in each training item may be set so that the training item corresponding to the favorite training is higher than the training item corresponding to the other than the favorite training. When a lottery is performed, a lottery table in which the selection ratio in the lottery is determined may be stored in advance, or a lottery table may be created each time a lottery is performed.
[0338] When the training item to be placed for the support character is determined, the support character determined to be placed may be linked to the determined training item and stored in the server 1000. More specifically, the server 1000 may store linking information linking a training ID indicating a type of training item to a character ID of the support character or a support card ID of a support card linked to the support character.
[0339] <Process to determine the increase in ability parameters> FIG. 33A is a diagram for explaining a training level table. As shown in FIG. 33A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, each training level related to speed, stamina, power, guts, and wisdom is set to "Level 1", when the number of times each training is selected is 4 or more and 7 or less, each training level is set to "Level 2", when the number of times each training is selected is 8 or more and 11 or less, each training level is set to "Level 3", when the number of times each training is selected is 12 or more and 15 or less, each training level is set to "Level 4", and when the number of times each training is selected is 16 or more, each training level is set to "Level 5".
[0340] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.
[0341] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0342] Stamina training is also performed, and if successful, the values of the stamina and tenacity ability parameters are increased.
[0343] Additionally, power training is performed, and if successful, the values of the stamina and power ability parameters are increased.
[0344] Furthermore, guts training is performed, and if successful, the values of the ability parameters of speed, power, and guts increase.
[0345] Additionally, intelligence training is performed, and if successful, the values of the speed and intelligence ability parameters are increased.
[0346] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value, which is determined corresponding to the training item and training level performed, by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.
[0347] Fig. 33B is a diagram explaining a fixed increase value (speed) table. Also, Fig. 33C is a diagram explaining a fixed increase value table (power). That is, Fig. 33B shows a fixed increase value when the training item is speed. Also, Fig. 33C shows a fixed increase value when the training item is power.
[0348] As shown in Figures 33B and 33C, the fixed increase value table stores fixed increase values determined according to the training item and training level performed. In this embodiment, as shown in Figures 33B and 33C, the higher the training level, the greater the increase in ability parameter.
[0349] Although not described here, there are also provided fixed increase value tables for stamina, tenacity, and wisdom when these are selected as training items.
[0350] In addition to the above-mentioned fixed increase value, a bonus addition rate is determined based on the support characters placed for each training item.
[0351] FIG. 33D is a diagram for explaining the bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the support character whose placement is determined for each training. Specifically, as shown in FIG. 33D, the bonus addition rate table sets the presence or absence of a bonus addition rate and a selection ratio of the addition rate (10% up or 20% up) for the support character.
[0352] The bonus addition rate has a 50% probability of "none," a 25% probability of "10% up," and a 25% probability of "20% up."
[0353] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The bonus addition value is added to the fixed increase value, and this value is determined as the increase amount of the ability parameter value when the training is successful. For training in which multiple support characters are placed, the bonus addition value of each of the multiple support characters placed is added to the fixed increase value. In this way, the increase amount of the ability parameter of the character to be trained when the training is successful is determined for all training types.
[0354] <Process to determine performance parameters> 34A is a diagram explaining the performance items linked to the training items. In a turn where training can be performed, at the start of the turn, it is determined whether or not to link a performance item to each of the five training items, and which performance item to link. Specifically, first, it is determined by drawing lots whether or not to link a performance item to the speed training item.
[0355] In this case, the probability that no performance item will be linked to the speed training item (indicated as "none" in the figure) is set to 30%. Also, the probability that dance, passion, vocal, visual, and mental performance items will be linked to the speed training item is set to 20%, 20%, 10%, 10%, and 10%, respectively.
[0356] Also, for example, the probability that it is determined that no performance item is linked to the power training item is set to 30%. Also, the probabilities that dance, passion, vocal, visual, and mental performance items are linked to the power training item are set to 10%, 10%, 10%, 10%, and 30%, respectively. Here, as shown in FIG. 34A, the probability of linking a performance item is preset for each training item and for each performance item.
[0357] In this embodiment, a maximum of two performance items can be linked to one training item in one turn. Therefore, for example, when determining a performance item to be linked to a speed training item, the lottery with the probability shown in FIG. 34A is performed twice. If the results of both of these lotteries are "none," no performance item will be linked to the speed training item.
[0358] Also, for example, if the results of both of the two lotteries are dance, only the dance performance item is linked to the speed training item. If any performance item is determined in the first lottery, the second lottery may be performed excluding the performance item determined in the first lottery. In this case, the probability of each performance item being determined in the first lottery and the second lottery may be changed.
[0359] In addition, in one turn, the same performance item may be linked to multiple training items. For example, depending on the result of the lottery, a dance performance item may be linked to both speed and stamina. However, it is also possible to prevent performance items from being linked to multiple training items in one turn.
[0360] In addition, here, depending on the training item, there are performance items with a high probability of being linked and performance items with a low probability of being linked. For example, the training item of speed is more likely to be linked to the performance items of dance and passion than to other performance items.
[0361] In addition, some performance items are provided with training items with a high probability of being linked to them, and some with a low probability of being linked to them. For example, the mental performance item is more likely to be linked to the power and intelligence training items than to other training items.
[0362] However, the probability that each performance item is linked may be common to all training items. Also, the probability that each training item is linked may be common to all performance items. In any case, the probability shown in FIG. 34A is merely an example. Also, the method of determining the performance item to be linked to the training item can be designed appropriately.
[0363] FIG. 34B is a diagram for explaining the fixed increase value of the performance parameter. After the performance items to be linked to the training items are determined, the fixed increase value of the performance parameter is determined for each performance item linked to the training items. A fixed increase value is set in advance for each performance item. In addition, the fixed increase value is set for each training level of the training items.
[0364] FIG. 34B shows the fixed increase value of the speed training item. For example, suppose that a dance performance item is linked to the speed training item. In this case, the fixed increase value of the dance performance parameter linked to the speed training item is determined. At this time, if the speed training level is level 1, the fixed increase value is determined to be 8, and if the speed training level is level 5, the fixed increase value is determined to be 20. As is clear from FIG. 34B, the higher the training level, the higher the fixed increase value.
[0365] In this case, the fixed increase value for each training level is different for each training item. That is, the table shown in FIG. 34B is provided for each training item. However, the table shown in FIG. 34B may be common to all training items.
[0366] FIG. 34C is a diagram explaining the bonus addition rate of the performance parameter. After the fixed increase value is determined as described above, the bonus addition rate is then determined. The bonus addition rate varies depending on the number of characters placed in the training item to which the performance item is linked. For example, assume that a dance performance item is linked to a speed training item with a training level of level 5. In this case, the fixed increase value of the dance performance parameter is 20.
[0367] If no characters are placed in the speed training item, the bonus addition rate is determined to be 1.00. If one to five characters are placed in the speed training item, the bonus addition rate is determined to be 1.05 to 1.25 depending on the number of characters placed, as shown in Figure 34C. Here, the more characters placed, the higher the bonus addition rate.
[0368] The increase in the performance parameter is calculated by multiplying the fixed increase value by the bonus addition rate. For example, in the above example, if the number of characters placed in the speed training item is 0, the increase in the performance parameter is calculated as 20×1.00=20. Also, if the number of characters placed in the speed training item is 5, the increase in the performance parameter is calculated as 20×1.25=25. The increase in the performance parameter calculated in this way is displayed in the performance parameter display section 221, as shown in FIG. 23A.
[0369] The above-mentioned method of calculating the increase in the performance parameter is merely an example. For example, the increase in the performance parameter may be determined by lottery. The bonus addition rate is not essential. Furthermore, the bonus addition rate may be determined based on other factors instead of or in addition to the number of characters arranged.
[0370] <Process to determine whether the second event has occurred> FIG. 35 is a diagram illustrating the second event table. The second event is selected by lottery from among the support events (second events) linked to the support cards corresponding to the support characters arranged in each training item. Specifically, after the "process of determining whether or not a support character is arranged", a random number is randomly obtained, and whether or not the second event occurs is determined based on the obtained random number and the second event table. In the second event table, a selection ratio of "occurring" or "not occurring" the second event is set.
[0371] For example, as shown in FIG. 35, the second events include four types of events: event A, event B, event C, and event D. For example, in the second event table, the probability of "occurring" each event (events A to D) is set to 5%, and the probability of "not causing" the second event is set to 80%. Note that the selection ratio of the second event may be set individually for each support card, i.e., support character.
[0372] In this embodiment, after the "processing for determining whether or not a support character is placed", a process for determining whether or not a second event will occur is performed for all support characters placed in each training item. Then, based on the determination that a second event will occur, an event notification display 247 is displayed on the training screen 240. If the player selects a training in which a character for which the occurrence of a second event has been determined is placed, the second event will occur after the training is performed.
[0373] For example, if the appearance of a second hint event of a support character arranged in speed training is determined, when speed training is executed, the second hint event always appears after the training is executed. However, if training other than speed is executed, this second hint event does not appear after the training is executed. In this case, if the occurrence of a second event has been determined for two or more characters, which second event is to be generated is determined by lottery or by the priority of a preset support event, etc.
[0374] For example, it is determined which of the multiple second events is to be generated with equal probability. However, without being limited thereto, weighting may be set according to the type of the second event, and it may be determined which of the multiple second events is to be generated according to the set weighting. Note that, when the generation of a second event is determined for two or more characters, all of the determined second events may be generated.
[0375] Here, for example, when the appearance of the second event is determined, appearance information indicating whether or not the support event will appear may be linked to the support card or support character linked to the second event, and stored in the server 1000. More specifically, linking information linking the appearance information to the character ID of the support character or the support card ID of the support card linked to the support character may be stored in the server 1000.
[0376] <Process to determine live collaboration members> As described above, in a preset turn, a live cooperation member is determined. Note that the method of determining the live cooperation member is not particularly limited. For example, a preset character may be determined as a live cooperation member for each predetermined turn. Alternatively, a character to become a live cooperation member may be determined by lottery for each predetermined turn. Furthermore, a character to become a live cooperation member may be determined by lottery for every turn.
[0377] In the above-mentioned training main game, the training game ends when all turns are completed. Also, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0378] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information on the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
[0379] Furthermore, when the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, race results, and the like at the time when the training game ends. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another racing game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time when the training game ends.
[0380] Further, a breeding rank is set for each breeding character based on the evaluation points. The breeding rank is an index showing the strength of the breeding character, and a range of evaluation points is associated with each breeding rank. For example, a breeding rank of "A+" is assigned to a breeding character with an evaluation point of 13000 to 14499, and a breeding rank of "S" is assigned to a breeding character with an evaluation point of 14500 to 15499. In this way, by assigning a breeding rank based on the evaluation points, the approximate strength of the breeding character becomes easy to understand. The breeding character information also includes the evaluation points and the breeding rank.
[0381] Fig. 36A is a first diagram illustrating the training completion screen 310. Fig. 36B is a second diagram illustrating the training completion screen 310. Fig. 36C is a third diagram illustrating the training completion screen 310. When the training game ends, as shown in Fig. 36A, the training completion screen 310 is displayed on the display 26. On the training completion screen 310, first, the training rank of the trained character is displayed, and then, as shown in Fig. 36B, an evaluation point is displayed.
[0382] 36C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 310. At this time, a close operation unit 311 is provided on the training completion screen 310. When the close operation unit 311 is tapped, the training completion screen 310 is hidden, and the home screen 100 is displayed on the display 26.
[0383] When the training game ends, a lottery is held to determine the factors that the character to be trained will acquire, and the factor information is stored in association with the character to be trained. Although not shown in the drawings, the player can display the factor information acquired by the character to be trained on the training completion screen 310.
[0384] As described above, in the training game, a training character is generated having ability parameters, aptitude parameters, acquired skills, etc. In the training game, the placement of support characters and the occurrence of various events are determined by lottery, so even if the same character is designated as a character to be trained, training characters having different parameters are generated.
[0385] As described above, in this embodiment, a plurality of scenarios are provided. Then, the player selects one of the scenarios to play the training game. In this embodiment, the following points are common to all scenarios. That is, the training character generated at the end of the training game has common parameters such as speed, stamina, power, tenacity, intelligence, distance suitability, and track suitability, regardless of the scenario. In addition, the training character generated in the training game is managed as a training-completed game medium common to all scenarios.
[0386] However, data indicating which scenario the character was raised in is associated with the character being raised, and which scenario the character was raised in is displayed on a screen showing detailed information about the character being raised.
[0387] Furthermore, to start the training game, game points common to all scenarios are consumed. In this embodiment, the game points consumed to start the training game are common to all scenarios. However, the game points consumed may differ depending on the scenario. Furthermore, regardless of which scenario a training character has been trained in, it can be used in other games (games that are played by consuming parameters other than game points, such as racing games).
[0388] In addition, the characters to be trained, the inherited characters, and the support cards that the player can select are the same in all scenarios, but at least one of the characters to be trained, the inherited characters, and the support cards that the player can select may differ depending on the scenario.
[0389] Also, for example, the processing at the time of completion of training executed by the training completion processing unit 702a or the training game end processing unit 1102a may be common to all scenarios. The factors given to the training character may be common to all scenarios or may be different.
[0390] Furthermore, in this embodiment, regardless of the scenario, the player can save interrupted data while playing the training game. In other words, the player can interrupt the training game and return to the home screen 100, regardless of the scenario of the training game. Furthermore, the player can resume the training game from the middle based on the interrupted data. Note that only one interrupted data can be saved at a time for all scenarios. However, interrupted data may be saved for each scenario. In this case, the player can select the scenario in which to resume the training game.
[0391] In addition, in this embodiment, the following points differ from scenario to scenario. That is, at least some of the events that occur during the training game differ from scenario to scenario. Also, the types of commands that the player can select during the training game differ from scenario to scenario. However, the types of commands that the player can select during the training game may be common to all scenarios.
[0392] In addition, the amount of increase in a parameter when a specific command is executed, in other words, the formula for calculating the amount of increase in the parameter, differs depending on the scenario. Also, the background image displayed during the training game, the user interface image (buttons, etc.), and the data associated with the training character and indicating which scenario the character was trained in differ depending on the scenario.
[0393] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0394] (Functional configuration of player terminal 1) 37 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0395] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Fig. 37 are just examples, and the terminal-side game control program includes many other programs.
[0396] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information storage area 751.
[0397] Various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training characters trained in the training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, information about characters that can be set as characters to be trained, etc., is considered to be player information. The player information is stored in the player information storage unit 750.
[0398] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0399] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0400] When various information is set in the player terminal 1, the information setting processing unit 700a stores information related to the setting as player information in the player information storage unit 750. In addition, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.
[0401] The training game executing unit 701a executes all processing related to the training game. Specifically, the training game executing unit 701a executes a preparation stage process and a training stage process.
[0402] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.
[0403] (Functional configuration of server 1000) 38 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0404] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that the programs listed in Fig. 38 are just examples, and the server-side game control program includes many other programs.
[0405] The data storage area 1012b is provided with a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Note that the data storage area 1012b is also provided with many other storage units. Here, the game information of all players is linked to a player ID and stored in the game information storage unit 1151. Also, the player information of all players is linked to a player ID and stored in the player information storage unit 1150.
[0406] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.
[0407] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game end processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.
[0408] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a measures time and updates the game points of each player.
[0409] The training game executing unit 1101a executes all processing related to the training game. Specifically, the training game executing unit 1101a executes a preparation stage process and a training stage process.
[0410] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines factors that the trained characters will acquire by lottery. Then, the training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training is stored in the game information storage unit 1151 in association with the player ID.
[0411] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific processing contents and the range of player information they store are different. Also, the training game executing unit 701a and the training completion time processing unit 702a in the player terminal 1 and the training game executing unit 1101a and the training game end processing unit 1102a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.
[0412] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0413] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 39 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the training game. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is any integer), and the processing in the server 1000 is indicated as Sn (n is any integer).
[0414] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input of the player. In this information setting processing, update information is transmitted to the server 1000. In the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0415] In addition, the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation to add another player as a friend or an operation to remove a friend is input as a setting change operation, friend information, which is information about friends, is updated. In addition, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to execute the training game. When the game points are below the upper limit value, the information setting processing unit 700a and 1100a measure time and grant a predetermined amount of game points to the player at predetermined time intervals.
[0416] Assume that a training game start operation (tap on the training game operation unit 104) to start the training game is input in the player terminal 1. When the training game start operation is input, the training game execution unit 701a displays a scenario selection screen (P5) and then executes a preparation stage process (P6). The training game execution unit 701a allows the player to select multiple scenarios on the scenario selection screen, in which at least some of the events occurring during the training game are different from each other. During the preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game execution unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.
[0417] Fig. 40 is a first flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 41 is a second flowchart explaining the preparatory stage processing (P6) in the player terminal 1. Fig. 42 is a third flowchart explaining the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether a scenario selection screen is being displayed on the display 26 (P6-1).
[0418] When the scenario selection screen is displayed (YES in P6-1) and a decision operation is input to decide the scenario (YES in P6-2), the training game executing unit 701a provisionally registers a scenario ID corresponding to the scenario selected by the player (P6-3).The training game executing unit 701a also derives an initial upper limit value for each ability parameter (P6-4).
[0419] Specifically, the training game executing unit 701a derives an initial upper limit value of each ability parameter by adding the scenario initial additional value to a common base value based on the scenario initial additional value data and the scenario selected by the player. That is, a process of setting the upper limit value of the ability parameter is performed based on the scenario initial additional value data, which is linked to the scenario and derives the upper limit value of the ability parameter updated during the training game, and in which the values for at least some ability parameters differ depending on the scenario, and the scenario selected by the player.
[0420] When the initial upper limit value is derived in P6-4, the training game executing unit 701a switches the screen of the display 26 to the main character selection screen 150 (P6-12). At this time, the ability parameter display section 152a of the main character selection screen 150 displays the initial upper limit value derived in P6-4.
[0421] Furthermore, when the main character selection screen 150 is being displayed (YES in P6-5) and a display switching operation to switch the screen display is input (YES in P6-6), the training game executing unit 701a switches the display screen of the display 26 (P6-12).
[0422] In addition, when a selection operation (tap on character icon 151) is input on the main character selection screen 150 (YES in P6-7), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-8) and switches the display screen (P6-12).
[0423] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-9), the training game execution unit 701a provisionally registers the character provisionally stored in the above P6-8 as the main character (P6-10). Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-11), and displays the inherited character selection screen 170 (P6-12).
[0424] Also, as shown in FIG. 41, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-21) and a display switching operation to switch the screen display is input (YES in P6-22), the training game executing unit 701a switches the display screen of the display 26 (P6-33).
[0425] Here, display switching operations on the inheritance character selection screen 170 or the development character list screen 180 include tapping the skill display button 172 shown in FIG. 8B, pressing and holding the development character icon 182, and tapping the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, development information display tab 188c, and close operation section 188d in the character details dialog 185A shown in FIG. 14.
[0426] For example, when the skill display button 172 is tapped on the training character list screen 180, the training game executing unit 701a displays the skill display dialogue 185B on P6-33. When the training character icon 182 is pressed and held on the training character list screen 180, the training game executing unit 701a displays the character details dialogue 185A on P6-33. When the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, or close operation unit 188d is tapped on the character details dialogue 185A, the screen corresponding to each operation unit is switched.
[0427] In addition, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-23), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inherited character (P6-24) and switches the display screen (P6-33).
[0428] It should be noted that here, the display in the ability parameter display section 152a is updated based on the numerical value and upper limit value of the ability parameter that increases due to the basic ability factor linked to the inherited character.
[0429] Furthermore, when a confirmation operation (tap of the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-25), the training game execution unit 701a provisionally registers the inheritance character provisionally stored in P6-23 (P6-26) and displays the support card composition screen 190 on the display 26 (P6-33).
[0430] Furthermore, when the support card selection screen 200 is being displayed (YES in P6-27) and a selection operation (tap on the card icon 201 of the support card) is input on the support card selection screen 200 (YES in P6-28), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-29) and switches the display screen (P6-30).
[0431] Also, when the support card organization screen 190 is being displayed (YES in P6-31) and a display switching operation to switch the screen display is input (YES in P6-32), the training game executing unit 701a switches the display screen of the display 26 (P6-33).
[0432] Also, as shown in FIG. 42, when the preset selection screen 205A is being displayed (YES at P6-41 in FIG. 42) and a display switching operation to switch the screen display is input (YES at P6-42), the training game executing unit 701a switches the display screen of the display 26 (P6-25).
[0433] In addition, when a selection operation (tap on the select operation unit 206c) is input on the preset selection screen 205A (YES in P6-43), the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed (P6-44) and switches the display screen (P6-45).
[0434] Furthermore, when the final confirmation screen 205 is being displayed (NO in P6-41) and a display switching operation to switch the screen display is input (YES in P6-46), the training game executing unit 701a switches the display screen of the display 26 (P6-47).
[0435] Furthermore, when a confirmation operation (tap on the start operation unit 205b) is input on the final confirmation screen 205 (YES in P6-48), the training game executing unit 701a judges whether the game points are equal to or greater than a predetermined value (e.g., 30) (P6-49). If the game points are equal to or greater than the predetermined value (YES in P6-49), the training game executing unit 701a transmits confirmation information to the server 1000 (P6-50).
[0436] The confirmation information includes information for identifying the provisionally registered main character, inherited character, and support card. When the confirmation information is received, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered main character, inherited character, and support card in the preparation stage process (S6 in FIG. 39). The server 1000 also determines whether or not all conditions for starting the training game are met. If it is determined that all conditions for starting the training game are met, the training game executing unit 1101a stores various types of game information registered in the player terminal 1 in the game information storage unit 1151. The training game executing unit 1101a also causes the player terminal 1 to receive the permission information.
[0437] After transmitting confirmation information (P6-50) in the player terminal 1, when permission information is received (YES in P6-51), the training game executing unit 701a registers the scenario ID provisionally registered in P6-3 (P6-52). Here, the training game executing unit 701a also registers the initial upper limit value of each ability parameter based on the initial upper limit value derived in P6-4 and the basic ability factor associated with the inherited character provisionally registered in P6-26.
[0438] The training game executing unit 701a also registers the main character provisionally registered in the above P6-10 (P6-53). The training game executing unit 701a also registers the inherited character (developed character) provisionally registered as the inherited character in the above P6-26 and the support card provisionally stored in the above P6-29 in the deck.
[0439] The training game executing unit 701a also registers the preset reservation selection information temporarily stored in the above P6-44 (P6-54). The training game executing unit 701a also displays the game screen 210 on the display 26 (P6-57). This ends the preparation stage process.
[0440] Returning to FIG. 39, when the preparation stage process (P6) is completed, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses in the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, some or all of the processes in the training stage process (P7) in the player terminal 1 described below may be performed in the training stage process (S7) in the server 1000, and some or all of the processes in the training stage process (S7) in the server 1000 may be performed in the training stage process (P7) in the player terminal 1.
[0441] 43 is a flowchart explaining the training stage processing in the server 1000. If it is the start of a turn (YES in S7-1), the training game executing unit 1101a of the server 1000 executes a turn start processing (S10). After the turn start processing is executed, the training game executing unit 1101a executes a turn in-progress processing (S20).
[0442] FIG. 44 is a flowchart explaining the turn start processing in the server 1000. The training game executing unit 1101a of the server 1000 judges whether the current turn is a live performance holding turn (S10-1). If it is a live performance holding turn (YES in S10-1), the training game executing unit 1101a sets live music etc. information (S10-2). When the player acquires a live music etc., information indicating the acquired live music etc. is stored as live music etc. information in the player terminal 1 and the server 1000. Here, the live music etc. information acquired from the start of the training game or the previous live performance holding turn to the current turn is extracted and set to be received by the player terminal 1.
[0443] Furthermore, if the current turn is not a live event holding turn (NO in S10-1) but is a factor activation turn (YES in S10-3), the training game executing unit 1101a executes an activation factor determination process (S11).
[0444] 45 is a flowchart for explaining the activation factor determination process in the server 1000. The training game executing unit 1101a acquires inherited character information related to the registered inherited character (S11-1). In addition, the training game executing unit 1101a acquires factor information linked to the registered inherited character (S11-2).
[0445] The training game executing unit 1101a also selects one of the six inherited characters for which the processing after S11-4 has not been executed as the processing target (S11-3).Then, the training game executing unit 1101a selects one of the factors for which the processing after S11-5 has not been executed as the processing target (S11-4) among the factors linked to the inherited character selected in S11-3.
[0446] The training game executing unit 1101a determines an activation probability based on the factor to be processed selected in S11-4 and the current number of turns (S11-5). The training game executing unit 1101a also performs an activation lottery to determine whether or not the factor to be processed is activated based on the activation probability determined in S11-5 (S11-6). If the activation lottery determines that the factor to be processed is activated (YES in S11-7), the training game executing unit 1101a sets activation information indicating the activation of the factor (S11-8).
[0447] Furthermore, if it is determined that a factor accompanied by an increase in an ability parameter is to be activated (YES in S11-9), the training game executing unit 1101a determines and sets the increase value of the target ability parameter (S11-10).
[0448] Here, the training game executing unit 1101a first determines an increase value based on the factor level, etc. Then, the training game executing unit 1101a derives the difference between the upper limit value of the target ability parameter and the current value, and determines whether the previously determined increase value is equal to or less than the derived difference. As a result, if the increase value is equal to or less than the difference, the training game executing unit 1101a sets the increase value. On the other hand, if the increase value exceeds the difference, the difference is set as the increase value. In other words, the training game executing unit 1101a restricts the update of ability parameters that exceed the set upper limit value, and updates the parameters within the range of the upper limit value.
[0449] In addition, when it is determined that a factor is to be activated with an increase in the upper limit of the ability parameter (YES in S11-11), the training game executing unit 1101a determines and sets the increase value of the upper limit of the target ability parameter (S11-12). Note that the increase value of the upper limit may be determined by lottery or may be determined to a value preset for each factor.
[0450] The training game executing unit 1101a judges whether the processing is completed for all factors linked to the inherited character to be processed (S11-13). If the processing is not completed for all factors, the processing returns to S11-4, and the above processing is performed for the remaining factors. On the other hand, when the processing is completed for all factors (YES in S11-13), the training game executing unit 1101a judges whether the processing is completed for all inherited characters (S11-14). If the processing is not completed for all inherited characters, the processing returns to S11-3, and the above processing is performed for the remaining inherited characters. On the other hand, when the processing is completed for all inherited characters (YES in S11-14), the training game executing unit 1101a ends the activation factor determination processing.
[0451] Returning to Fig. 44, the training game executing unit 1101a executes a first event occurrence determination process (S10-4). Specifically, at the start of a turn, a random number is randomly acquired, and based on the acquired random number and the first event table, it is determined whether or not a first event occurs and the contents of the first event.
[0452] Next, the training game executing unit 1101a executes a support character lottery process (S10-5). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in FIG. 32 and determines by lottery whether or not to place a support character in each training item. This process is executed for each support character. When it is determined that a support character is to be placed in a training item, the training game executing unit 1101a links the support character ID to the training ID corresponding to the training item.
[0453] In addition, a lottery may be further executed here to determine whether or not to place a support character associated with a support card not registered in the deck by the player in the training item. Furthermore, a lottery may be executed to determine whether or not to place a predetermined character appearing in the training game, other than the support character, in the training item.
[0454] Next, the training game executing unit 1101a executes ability parameter determination processing (S12).
[0455] 46 is a flowchart explaining the ability parameter determination process in the server 1000. The training game executing unit 1101a selects, from among the five ability parameters, one of the ability parameters for which the process after S12-2 has not been executed as the processing target (S12-1). Next, the training game executing unit 1101a obtains the training level of the ability parameter to be processed (S12-2) and determines the fixed increase value (S12-3).
[0456] Next, the training game executing unit 1101a acquires the positioning information of the support characters, etc. (S12-4), and determines the additional value (S12-5). Next, the training game executing unit 1101a sums up the fixed increase value determined in S12-3 and the additional value determined in S12-5 to calculate the increase value (S12-6). Next, the training game executing unit 1101a sums up the increase value calculated in S12-6 to the current value of the ability parameter to be processed, and calculates the sum value (S12-7).
[0457] If the combined value exceeds the common base value "1200" (YES in S12-8), the training game executing unit 1101a calculates a correction target value by subtracting 1200 from the combined value (S12-9). Next, the training game executing unit 1101a multiplies the correction target value calculated in S12-9 by 1 / 2 to calculate a correction value (S12-10). Next, the training game executing unit 1101a changes the increase value to a value obtained by adding the correction value calculated in S12-10 to 1200 and subtracting the current numerical value (S12-11).
[0458] Thus, in this embodiment, the increase in ability parameter due to successful training becomes 1 / 2 of the original increase when it exceeds the common base value. For example, assume that the current value of the ability parameter to be processed is "1180" and the sum calculated in S12-7 is "100". In this case, the ability parameter would normally increase to "1280". However, in this embodiment, the increase becomes 1 / 2 for the amount exceeding the common base value "1200", so the "80" that exceeds "1200" out of the original increase value "100" is multiplied by 1 / 2. As a result, the increase in ability parameter that exceeds "1200" becomes "40", and the ability parameter increases by "60", which is the sum of the "20" up to "1200" and the "40" that increases beyond "1200".
[0459] In the above calculation, if a fraction occurs, the fraction is rounded down. Furthermore, if the increase value is less than 1 by applying the correction value multiplied by 1 / 2, the increase value becomes 1. In other words, the increase value is always 1 or more. Furthermore, if the ability parameter decreases, the correction multiplied by 1 / 2 may not be applied. Furthermore, for example, if an increase amount is added according to a predetermined condition in addition to the increase amount of the ability parameter by normal training, each increase value may be multiplied by 1 / 2.
[0460] As described above, in this embodiment, a common base value is set for multiple ability parameters or multiple scenarios. When an ability parameter is updated to a value less than the common base value, the update value of the ability parameter is determined according to the first update condition. On the other hand, when an ability parameter is updated to a value exceeding the common base value, the update value of the ability parameter is determined according to the second update condition, which makes it harder for the ability parameter to increase than the first update condition. This prevents a specific ability parameter from easily becoming excessively high.
[0461] In this case, if the training is successful, the increase in the ability parameter that exceeds the common base value is corrected. However, in S11-10, if a factor is activated or an event occurs to increase the ability parameter, the increase may be corrected in the same manner as above.
[0462] The training game executing unit 1101a also determines whether the total value obtained by adding the current value to the increase value changed in S12-11 exceeds the current upper limit value of the ability parameter being processed (S12-12). If the total value after the change exceeds the current upper limit value (YES in S12-12), the training game executing unit 1101a changes the increase value to a value obtained by subtracting the current value from the current upper limit value (S12-13).
[0463] If the above process is not completed for all ability parameters (NO in S12-14), the process returns to S12-1, and the same process as above is performed for the remaining ability parameters. On the other hand, when the process is completed for all ability parameters, the training game executing unit 1101a ends the ability parameter determination process.
[0464] Although detailed description is omitted, the ability parameter determination process determines the amount of physical strength loss or physical strength recovery when each training item is executed. In addition, the training game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be trained.
[0465] Returning to FIG. 44, the training game executing unit 1101a executes a performance parameter determination process (S10-6). In the performance parameter determination process, a performance item to be linked to each training is determined. Specifically, the training game executing unit 1101a executes a lottery to determine whether or not to link a performance item to a training item with the probability shown in FIG. 34A. This lottery is executed for each training item. Then, 0 to 2 performance items are linked to one training item.
[0466] In addition, the training game executing unit 1101a executes each training and determines the increase value of the performance parameter when it is successful. Specifically, the training game executing unit 1101a determines the increase value of the performance parameter linked to the training item based on the increase fixed value table (see FIG. 34B) and the bonus addition rate table (see FIG. 34C).
[0467] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-7). Specifically, the training game executing unit 1101a determines by lottery whether or not a second event will occur with reference to a second event table shown in FIG. 35. The training game executing unit 1101a randomly obtains a random number, and determines whether or not a second event will occur based on the obtained random number and the second event table. Here, for example, the training game executing unit 1101a determines by lottery whether or not a support event preset in a support card linked to a training item will be executed.
[0468] Furthermore, the training game executing unit 1101a executes a live cooperation member determination process (S10-8). Here, if the current turn is a preset turn, live cooperation members are determined according to a predetermined algorithm.
[0469] Then, the training game executing unit 1101a stores the game information, including information related to the lottery results in S10-3 to S10-8, in the game information storage unit 1151 so that the player terminal 1 can receive the game information (S10-9).
[0470] 47 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes during-turn processing (P20) if it is not the start of a turn.
[0471] 48 is a flowchart explaining the turn start processing in the player terminal 1. At the start of a turn, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives the game information saved in S10-9 from the server 1000 (P10-1).
[0472] Then, the training game executing unit 701a executes a command setting process for allowing the player to select various commands related to the training stage process (P10-2). Specifically, the training game executing unit 701a executes a process for allowing the player to select various commands such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, the race operation unit (specific command) 219, and the live preparation operation unit 220 based on the current number of turns, as shown in Fig. 21. In addition, the training game executing unit 701a executes a process for allowing the player to select multiple race selection operation units (sub-commands) 261 linked to the race operation unit 219.
[0473] In addition, in the command setting process, the training game executing unit 701a allows the player to select commands of the speed operating unit 241, the stamina operating unit 242, the power operating unit 243, the tenacity operating unit 244, and the intelligence operating unit 245 corresponding to each training item. The training game executing unit 701a performs a process to allow the player to select one command from these multiple commands.
[0474] During a live performance turn, the training game executing unit 701a makes the live performance preparation operation unit 220 and the live performance start button 300a selectable, and makes the other operation units, that is, commands, unselectable.
[0475] Next, the training game executing unit 701a executes a display control process (P10-3) to display the game screen 210, the training screen 240, the live start screen 300, etc., based on the game information received from the server 1000, the current turn, and the processing result of the command setting process of P10-2. Here, for example, the displays of Fig. 23A, Fig. 23B, and Fig. 23D are performed. Thereby, it is determined that the turn is in progress in the player terminal 1, and a turn process (P20) is executed to accept the operation input of the player.
[0476] 49 is a flowchart explaining the process during a turn in the player terminal 1. When the player inputs an operation on the player terminal 1 (YES in P20-1), the training game executing unit 701a executes a command selection process (P30). When there is no operation input (NO in P20-1) and a command is received from the server 1000 (YES in P20-2), the training game executing unit 701a executes a command reception process (P40).
[0477] 50 is a flowchart explaining the command selection process in the player terminal 1. When the player selects a turn end command (rest operation unit 215, going out operation unit 218, speed operation unit 241, stamina operation unit 242, power operation unit 243, guts operation unit 244, intelligence operation unit 245, race operation unit 274), which is a predetermined command for ending a turn (YES in P30-1), the training game executing unit 701a transmits the selected command to the server 1000 (P30-2). Then, the training game executing unit 701a waits to receive a command from the server 1000 (P30-3).
[0478] Furthermore, when a skill acquisition operation (tapping the skill display field 251) is input to acquire a skill (YES in P30-4), the training game executing unit 701a transmits a command corresponding to the skill display field 251 where the operation input was made to the server 1000 (P30-5). Furthermore, the training game executing unit 701a updates the skill information indicating that the corresponding skill has been acquired (P30-6).
[0479] Furthermore, when a live performance preparation operation (tapping the live performance preparation operation unit 220 or the live performance music etc. details display field 292) is input (YES in P30-7), the training game executing unit 701a displays the live performance preparation screen 290 or the confirmation dialog 294 on the display 26 (P30-8).
[0480] Furthermore, when a live music etc. acquisition operation (tapping the execute button 294a) is input (YES in P30-9), the training game executing unit 701a transmits a command corresponding to the live music etc. detail display field 292 where the operation input was performed to the server 1000 (P30-10). Then, the training game executing unit 701a waits to receive a command from the server 1000 (P30-11).
[0481] Furthermore, when a live start operation (tapping the live start button 300a) is input (YES in P30-12), the training game executing unit 701a transmits a command indicating that a live start operation has been performed to the server 1000 (P30-13). When the server 1000 receives the commands transmitted in P30-2, P30-5, P30-10, and P30-13, a turn process (S20) is executed as shown in FIG. 51 and FIG. 52.
[0482] FIG. 51 is a first flowchart explaining the process during a turn in the server 1000. FIG. 52 is a second flowchart explaining the process during a turn in the server 1000. When a command indicating an operation input of the going out operation unit 218 is received (YES in S20-1), the training game executing unit 1101a performs the going out execution process (S20-2). Here, a going out event that increases the parameters of physical strength and condition is determined. In addition, the parameters of physical strength and condition are updated based on the determined going out event.
[0483] When a command indicating an operation input of the rest operation unit 215 is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. In addition, the physical strength parameter is updated based on the determined rest event.
[0484] When a command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a simulation of the race is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained and the development of the race, and the determined reward is granted to the player.
[0485] When a command indicating the execution of any training is received (YES in S20-8), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a failure rate calculated in advance. Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10). Note that here, ability parameters and the like are updated as determined in S10-5 at the start of training. Also, here, performance parameters are updated as determined in S10-6 at the start of training.
[0486] When a process involving the end of a turn is executed (S20-2, S20-4, S20-6, S20-7, S20-9, S20-10), the training game executing unit 1101a ends the current turn and executes a process to move to the next turn (S20-11). This causes the server 1000 to end the in-turn process (S20) and enter a standby state for the start-of-turn process (S10).
[0487] 51 and 52 is set in the game information storage unit 1151 (S20-12). The game information set here is received by the player terminal 1.
[0488] 52, when a command indicating a skill acquisition operation input is received (YES in S20-21), the training game executing unit 1101a updates the skill information in the game information storage unit 1151 (S20-22). In addition, the training game executing unit 1101a consumes skill points as the skill is acquired (S20-23).
[0489] Furthermore, when a command indicating acquisition of a live song or the like is received (YES in S20-24), the training game executing unit 1101a updates the live song or the like information indicating the acquired live song or the like (S20-25). Furthermore, the training game executing unit 1101a consumes performance parameters in association with the acquisition of the live song or the like (S20-26).
[0490] Furthermore, the training game executing unit 1101a refers to the live music etc. route information, and determines three live music etc. that the player can select next, based on the acquired live music etc. (S20-27).
[0491] Furthermore, the training game executing unit 1101a activates a first bonus linked to the acquired live music or the like (S20-28). Here, activation of the first bonus includes an increase in ability parameters, recovery of physical strength, acquisition of skill hints, etc. In this way, the first bonus linked to the live music or the like is activated on the turn in which the live music or the like is acquired.
[0492] Furthermore, when a command indicating a live start operation is received (YES in S20-29), the training game executing unit 1101a loads live music information indicating the live music etc. acquired by the player (S20-30). Then, the training game executing unit 1101a activates a second bonus linked to the live music etc. acquired at the start of the training main game or between the previous live holding turn and the current turn (live holding turn) (S20-31). Here, various parameters such as the favored training rate, event occurrence rate, skill hint occurrence rate, race bonus, and failure rate are updated to activate the second bonus. In this way, the second bonus linked to the live music etc. is activated in the turn in which the first live holding event is executed after the live music etc. is acquired.
[0493] Here, the utility of the second bonus continues after activation until the end of the training main game. However, the utility of the second bonus may be valid only for a predetermined period of time. For example, the utility of the second bonus may continue after activation of the second bonus until the next live show turn, or until a preset number of turns have passed.
[0494] Then, when the player terminal 1 receives the game information (command) set in S20-12, a command receiving process (P40) is executed in the during-turn process (P20) shown in FIG.
[0495] 53 is a flowchart for explaining the command receiving process in the player terminal 1. The training game executing unit 701a analyzes the command received from the server 1000 (P40-1). When a command other than a command indicating the success of the training is received (NO in P40-2), the training game executing unit 701a executes various effects, such as displaying the event screen 240b, based on the received command (P40-3).
[0496] For example, when an event occurs in which the ability parameter increases, the event screen 240b corresponding to the event that occurred is displayed. At this time, if the ability parameter exceeds the common base value, a special effect is executed.
[0497] In addition, in the live holding turn, the number and type of characters displayed on the live event screen 301 are determined according to the number of live songs and the like and the live cooperation members. In other words, in the live holding turn, the display pattern of the live event screen 301 is determined according to the number of live songs and the like and the live cooperation members. Then, the training game executing unit 701a displays the live event screen 301 in the determined display pattern. In this case, it is assumed that the display pattern of the live event screen 301 is determined in the player terminal 1. However, the display pattern of the live event screen 301 may be determined in the server 1000.
[0498] Furthermore, upon receiving a command indicating the success of the training (YES in P40-2), the training game executing unit 701a executes a success presentation (P40-4), such as displaying the screen shown in FIG. 23C. The training game executing unit 701a also determines whether the increased ability parameter value exceeds the common base value (P40-5). If the increased ability parameter value exceeds the common base value (YES in P40-5), the training game executing unit 701a executes a special display, such as displaying a special icon (P40-6).
[0499] The training game executing unit 701a also updates various parameters in the game information storage unit 751 based on the received command (P40-7). When a command to end the turn is received (YES in P40-8), the training game executing unit 701a executes a turn end process (P40-9). Here, after the display of various screens such as an event screen is finished, a process is performed to end the current turn and start the next turn. This ends the turn process shown in FIG. 49. Then, when there is a next turn, the turn start process shown in FIG. 47 is executed in the player terminal 1. On the other hand, when there is no next turn, that is, when the final turn is finished, the training stage process (P7, S7) ends.
[0500] Returning to FIG. 39, when the above-mentioned training stage processing is completed, in the player terminal 1, the training completion processing unit 702a executes a training game end processing (P8). In the training game end processing, the training completion processing unit 702a stores information about the training character trained in the training game in the game information storage unit 751. In addition, the training completion processing unit 702a transmits end information to the server 1000. This end information includes information about the training character, etc. In the server 1000, when the end information is received, the training game end processing unit 1102a executes a training game end processing (S8).
[0501] 54 is a flowchart explaining the training game end processing in the server 1000. The training game end processing unit 1102a derives an evaluation point based on the end information received from the player terminal 1 (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).
[0502] The training game end processing unit 1102a also determines factors to be acquired by the training character (S8-3). Here, for example, based on the race results during the training game and the final ability parameters, the basic ability factors, aptitude factors, race factors, and skill factors to be linked to the training target character (training character) are determined. In addition, for the factors determined to be linked to the training target character (training character), the factor levels are further determined.
[0503] In the present embodiment, a character factor is provided for each character that can be set as a character to be raised. Here, when a character selected as a character to be raised is at a predetermined level, a character factor is always associated with the character to be raised (raised character).
[0504] As described above, the character factor includes a factor that brings about the utility of increasing the upper limit value of a predetermined ability parameter. For example, by playing a training game with a character to which a character factor that increases the upper limit value of a speed ability parameter is linked as a character to be trained, a player can generate a training character to which a character factor that increases the upper limit value of the speed ability parameter is linked. By playing a training game with the training character thus generated as an inherited character, a player can increase the upper limit value of the speed ability parameter.
[0505] In other words, the selection of a character to be trained in a training game can be said to be the selection of a character factor to be linked to the trained character once training is complete. This makes it easier for the player to increase the upper limit of the desired ability parameter. As a result, the player's motivation to play the game increases in order to generate trained characters with various character factors.
[0506] The training game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as training rank or number of fans (S8-5). Although not described in detail, the intimacy points are points that are given not to the training character but to the character that is the basis for the training character.
[0507] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some of the story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0508] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player based on the results of the training game (S8-7).
[0509] Then, the training game end processing unit 1102a links the training character information, including the character type, evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., to the player ID of the player, and stores it in the game information storage unit 1151 (S8-8). Note that the training character information may include an upper limit value for the ability parameters. The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-9).
[0510] Returning to Fig. 39, upon receiving the training result information, the training completion processing unit 702a executes a training game end display process (P9). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 310 (see Figs. 36A, 36B, and 36C) on the display 26 based on the training result information.
[0511] The above-mentioned training game is realized by the above-mentioned processing. In addition, training character information related to the training character trained (created) in the training game is stored in association with the player ID. This allows the generated training character to be used as an inherited character in the next and subsequent training games.
[0512] The above-mentioned processes in the player terminal 1 and the server 1000 are merely examples. Each process described above may be executed only by the player terminal 1 or only by the server 1000.
[0513] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.
[0514] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may cause a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.
[0515] (Processing performed by a computer) A process (for example, P6-12 in an embodiment) that allows a player to select a completed training game medium (for example, in an embodiment, a trained character) that is used in a training game and is linked to specified inheritance information (for example, in an embodiment, factor information). A process for executing a training game (for example, P6, P7, S6, S7 in the embodiment) that includes at least a process for updating one or more parameters (for example, five ability parameters in the embodiment) linked to the character to be trained (for example, S20-10 in the embodiment), and a process based on the completed training game medium selected by the player (for example, S11 in the embodiment). A process of generating and storing a training-completed game medium in which parameters and inheritance information are linked to the character to be trained based on the completion of the training game (as an example, S8 in the embodiment).
[0516] The inheritance information also includes specific inheritance information (in the embodiment, as an example, basic ability factors and character factors) that increases the upper limit value of a parameter. Then, the process of executing the training game increases the upper limit value of a predetermined parameter when specific inheritance information is linked to the training-completed game medium selected by the player (as an example, in the embodiment, P6-52, S11-12).
[0517] In the above embodiment, the parameter whose upper limit value increases is an ability parameter. However, the parameter whose upper limit value increases is not limited to this. For example, in the above embodiment, the upper limit value of a performance parameter or a stamina parameter may increase.
[0518] In the above embodiment, a basic ability factor and a character factor are provided as factors that increase the upper limit of an ability parameter. However, the types of factors that increase the upper limit of an ability parameter are not limited to these. In the above embodiment, a factor that increases the upper limit of an ability parameter is further linked to an increase value of the same ability parameter. However, a factor that is set only for the purpose of increasing the upper limit of an ability parameter may be provided.
[0519] In the above embodiment, a case has been described in which the ability parameters are increased or a hint for a skill is obtained based on the factor associated with the inherited character. However, the process based on the inherited character is not limited to this. For example, in the above embodiment, a predetermined event may occur based on the inherited character.
[0520] Also, a base value (as an example, a common base value in the embodiment) that is set commonly for multiple parameters may be provided. Then, the process of executing the training game may be such that, when specific inheritance information is linked to the training-completed game medium selected by the player, the upper limit value of a predetermined parameter can be increased to a value greater than the base value. However, the base value is not required.
[0521] The information processing program may also cause the computer to execute a process (as an example, in the embodiment, P10-3, P40-3, P40-6) that displays differently when the parameter is updated within a range below the base value and when the parameter is updated beyond the base value. However, a common display may be performed regardless of whether the base value is exceeded.
[0522] The inheritance information may include multiple types of specific inheritance information that are different from each other in at least one of the parameters whose upper limit is increased and the increase value of the upper limit. However, only one type of specific inheritance information may be provided.
[0523] The information processing program may also cause the computer to execute a process (P5 in the embodiment, as an example) that allows the player to select a character to be set as a character to be trained from among a plurality of characters to which any of a plurality of types of specific inheritance information is linked. However, only one type of character may be set as a character to be trained.
[0524] The information processing program may also link specific inheritance information linked to a character set as a character to be trained to the training-completed game medium. However, the specific inheritance information unique to the character is not essential.
[0525] In addition, in the process of updating a parameter, if the parameter is updated to a range less than the base value, the update value of the parameter may be determined according to a first update condition, and if the parameter is updated to exceed the base value, the update value of the parameter may be determined according to a second update condition that makes the parameter less likely to increase than the first update condition (as an example, in the embodiment, S12-8 to S12-11).
[0526] However, contrary to the above, a second update condition that makes it easier for the parameter to increase than the first update condition may be set. Alternatively, the update value of the parameter may be determined according to a common update condition, regardless of the base value or the updated value.
[0527] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]
[0528] 1 Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. A process for allowing a player to select a training-completed game medium that is used in the training game and is linked to predetermined inheritance information; a process of executing the training game, the process including at least a process of updating one or more parameters associated with the character to be trained and a process based on the training-completed game medium selected by the player; generating and storing the training-completed game medium in which the parameters and the inheritance information are linked to the character to be trained based on the completion of the training game; The computer executes the following. the inheritance information includes specific inheritance information that increases the upper limit value of a predetermined parameter, The specific inheritance information is further linked to an increase value of a predetermined parameter, The process of executing the training game includes: If the specific inheritance information is linked to the training-completed game medium selected by the player, an upper limit value of a predetermined parameter is increased. Information processing program.
2. 2. The information processing program according to claim 1, An information processing program that further causes the computer to perform a process of determining either or both of an increase value of the specified parameter and an increase value of the upper limit value of the specified parameter according to the level of the specific inheritance information.
3. 2. The information processing program according to claim 1, An information processing program that further causes the computer to perform a process of determining, by lottery, activation of the specific inheritance information for increasing the upper limit value of the predetermined parameter based on the specific inheritance information.
4. 4. The information processing program according to claim 3, An information processing program that causes the computer to further perform a process of setting the probability of the lottery based on the level of the specific inheritance information.
5. 2. The information processing program according to claim 1, The information processing program further causes the computer to execute a process of determining, by lottery, an increase amount of the upper limit value of the predetermined parameter included in the specific inheritance information.
6. An information processing method executed by one or more information processing devices, The one or more information processing devices, A process for allowing a player to select a training-completed game medium that is used in the training game and is linked to predetermined inheritance information; a process of executing the training game, the process including at least a process of updating one or more parameters associated with the character to be trained and a process based on the training-completed game medium selected by the player; generating and storing the training-completed game medium in which the parameters and the inheritance information are linked to the character to be trained based on the completion of the training game; Run the inheritance information includes specific inheritance information that increases the upper limit value of a predetermined parameter, The specific inheritance information is further linked to an increase value of a predetermined parameter, The process of executing the training game includes: If the specific inheritance information is linked to the training-completed game medium selected by the player, an upper limit value of a predetermined parameter is increased. Information processing methods.
7. 7. The information processing method according to claim 6, wherein the one or more information processing devices: The information processing method further executes a process of determining either or both of an increase value of the predetermined parameter and an increase value of an upper limit value of the predetermined parameter according to the level of the specific inheritance information.
8. 7. The information processing method according to claim 6, wherein the one or more information processing devices: The information processing method further includes a process of determining, by lottery, whether to activate the specific inheritance information for increasing the upper limit value of the predetermined parameter based on the specific inheritance information.
9. 9. The information processing method according to claim 8, wherein the one or more information processing devices: An information processing method further comprising the step of setting the probability of the lottery based on the level of the specific inheritance information.
10. The information processing method according to claim 6 , wherein the one or more information processing devices further execute a process of determining, by lottery, an increase value of the upper limit value of the predetermined parameter included in the specific inheritance information.
11. a means for allowing a player to select a training-completed game medium that is used in the training game and is linked to predetermined inheritance information; a means for executing the training game, the means including at least a means for updating one or more parameters associated with the character to be trained and a means based on the training-completed game media selected by a player; a means for generating and storing the training-completed game medium in which the parameters and the inheritance information are linked to the character to be trained based on the completion of the training game; and the inheritance information includes specific inheritance information that increases the upper limit value of a predetermined parameter, The specific inheritance information is further linked to an increase value of a predetermined parameter, The means for executing the training game includes: If the specific inheritance information is linked to the training-completed game medium selected by the player, an upper limit value of a predetermined parameter is increased. Game system.
12. 12. The game system according to claim 11, The game system further comprises means for determining either or both of an increase value of the predetermined parameter and an increase value of the upper limit value of the predetermined parameter according to the level of the specific inheritance information.
13. 12. The game system according to claim 11, The game system further comprises means for determining by lottery whether to activate the specific inheritance information for increasing the upper limit value of the predetermined parameter based on the specific inheritance information.
14. 14. The game system according to claim 13, The game system further comprises means for setting the probability of the lottery based on the level of the specific inheritance information.
15. 12. The game system according to claim 11, The game system further comprises means for determining, by lottery, an increase amount of the upper limit value of the predetermined parameter included in the specific inheritance information.