Information processing program, information processing method, information processing system, and game device

JP2025029464AActive Publication Date: 2025-03-06CYGAMES INC
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Patent Information

Application Number
JP2023134147
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-21
Publication Date
2025-03-06
Estimated Expiration
2043-08-21

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【0012】 本発明によれば、プレイヤの選択肢を広げることができる。

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Abstract

To expand a player's option.SOLUTION: An information processing program allows a computer to execute processing for updating a first parameter corresponding to a first command in a growing game in which a common target is set regardless of a type of a grown character, processing for deriving a result of a specific game on the basis of the first parameter, and a second parameter set as a parameter used to derive a result of a specific game from among second multiple parameters associated with a grown character when information corresponding to a second command is acquired, and processing for consuming a specific point corresponding to an option selected by a player and imparting effect corresponding to the option from among an option corresponding to effect for making advantageous an update value of the first parameter updated after the first command is selected and an option corresponding to effect for making the second parameter advantageous.SELECTED DRAWING: Figure 29
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Description

[Technical field]

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

[0002] Conventionally, a training game as disclosed in Patent Document 1 is known. In the training game as disclosed in Patent Document 1, a player can select a character to be trained from among a plurality of characters. A different goal is set for each character to be trained. The player needs to progress through the training game while achieving the goal. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7307865 Summary of the Invention [Problem to be solved by the invention]

[0004] In a training game, if a common goal is set regardless of the type of character, it may be difficult to achieve the goal depending on the performance of the character. Therefore, there is a problem that the characters that can be selected as characters to be trained are substantially limited, narrowing the options for the player.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can expand options for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is updated by selecting the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; The computer is made to carry out the above steps.

[0007] The information processing program When a first specific condition is satisfied among a plurality of specific conditions that can be satisfied during the training game, a process of making it possible to consume specific points corresponding to an option corresponding to an effect of making the update value of the first parameter, which is updated by selecting the first command, advantageous; When a second specific condition among the specific conditions is established, a process of making a specific point corresponding to an option corresponding to an effect of making a second parameter advantageous is made expendable; may be performed by a computer.

[0008] The process of deriving an outcome of the specific game includes: The game may also include a process for making the first parameter linked to the character to be trained more favorable when a specific condition, including the consumption of specific points, is met among a plurality of specific conditions that can be met during the training game, compared to when the specific condition is not met.

[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is updated by selecting the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; Includes.

[0010] In order to solve the above problem, an information processing system includes: One or more computers; The computer, A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is updated by selecting the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; Carry out the following.

[0011] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game to achieve the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is updated by selecting the first command, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; Carry out the following. Effect of the Invention

[0012] According to the present invention, the options available to players can be expanded. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3]Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram for explaining an example of scenario initial additional value data, Fig. 5B is a diagram for explaining an example of scenario initial upper limit value data, and Fig. 5C is a diagram for explaining an example of scenario event additional value data. [Figure 6] Fig. 6A is a diagram illustrating a development target character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating the character detail screen. [Figure 7] Fig. 7A is a diagram for explaining a capability parameter (initial value) table. Fig. 7B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram for explaining skills. Fig. 7D is a diagram for explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram for explaining the inheritance system. [Figure 11] FIG. 11 is a diagram for explaining the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14]Fig. 14A is a first diagram for explaining the support card organization screen, Fig. 14B is a diagram for explaining the support card selection screen, and Fig. 14C is a second diagram for explaining the support card organization screen. [Figure 15] Fig. 15A is a diagram for explaining a support card table, Fig. 15B is a diagram for explaining a support effect, Fig. 15C is a diagram for explaining a possessed skill, and Fig. 15D is a diagram for explaining a support event. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] Fig. 17A is a diagram for explaining character types, and Fig. 17B is a diagram for explaining member IDs. [Figure 18] FIG. 18 is a diagram explaining the options available in each turn. [Figure 19] FIG. 19 is a diagram illustrating the top screen. [Figure 20] FIG. 20 is a first diagram illustrating the training screen. [Figure 21] Fig. 21A is a second diagram for explaining the training screen. Fig. 21B is a third diagram for explaining the training screen. Fig. 21C is a diagram for explaining the training result notification screen. Fig. 21D is a diagram for explaining the event screen. [Figure 22] FIG. 22 is a diagram illustrating the SS Match Information dialog. [Figure 23] FIG. 23 is a diagram illustrating the team member dialogue. [Figure 24] FIG. 24 is a fourth diagram illustrating the training screen. [Diagram 25] FIG. 25 is a diagram illustrating the SS match tentative selection screen. [Figure 26] Fig. 26A is a diagram for explaining a calculation formula for winning percentage, and Fig. 26B is a diagram for explaining an additional vitality value. [Figure 27]Fig. 27A is a first diagram illustrating a race selection screen. Fig. 27B is a diagram illustrating a race start screen. Fig. 27C is a first diagram illustrating a race result screen. Fig. 27D is a second diagram illustrating a race result screen. [Figure 28] FIG. 28 is a diagram explaining the tasks in the representative friendly matches and special races. [Figure 29] FIG. 29 is a diagram explaining overseas suitability. [Diagram 30] FIG. 30 is a diagram for explaining the overseas aptitude acquisition screen. [Diagram 31] FIG. 31 is a diagram for explaining the acquisition condition list dialogue. [Diagram 32] FIG. 32 is a diagram for explaining the effect list dialog. [Diagram 33] FIG. 33 is a diagram illustrating the general flow of the turn start processing. [Diagram 34] FIG. 34 is a diagram for explaining the allocation ratio to the training items. [Diagram 35] FIG. 35 is a diagram for explaining the SSS match activation lottery. [Diagram 36] FIG. 36 is a diagram for explaining the training levels. [Figure 37] Fig. 37A is a diagram for explaining the fixed increase value (speed), and Fig. 37B is a diagram for explaining the fixed increase value table (power). [Figure 38] Fig. 38A is a diagram illustrating the breeding completion screen, Fig. 38B is a second diagram illustrating the breeding completion screen, and Fig. 38C is a third diagram illustrating the breeding completion screen. [Figure 39] FIG. 39 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 40] FIG. 40 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 41] FIG. 41 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 42]FIG. 42 is a flowchart illustrating the preparation stage processing in the player terminal. [Diagram 43] FIG. 43 is a flowchart illustrating the preparation stage process in the server. [Diagram 44] FIG. 44 is a flowchart illustrating the training stage processing in the server. [Diagram 45] FIG. 45 is a flowchart illustrating the turn start process in the server. [Figure 46] FIG. 46 is a flowchart illustrating the SS match information determination process in the server. [Figure 47] FIG. 47 is a flowchart explaining the SSS match activation lottery processing in the server. [Figure 48] FIG. 48 is a flowchart illustrating the training stage processing in the player terminal. [Figure 49] FIG. 49 is a flowchart illustrating the overseas aptitude related processing in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the selection command receiving process in the server. [Figure 51] FIG. 51 is a flowchart explaining the race execution process in the server. [Figure 52] FIG. 52 is a flowchart illustrating the result information receiving process in the player terminal. [Figure 53] FIG. 53 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] 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.

[0015] (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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] (Hardware configuration of the player terminal 1 and the 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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess game media acquired by a lottery called gacha, or game media distributed by the management side. In this embodiment, a player can possess a character card and a support card as game media. One character is always linked to each character card and support card. The character linked to the character card is the subject of training in the training game. Hereinafter, the character linked to the character card may be simply referred to as a character.

[0030] As will be described in detail later, a training game is provided in the game according to this embodiment. In the training game, a player can train a character and generate a trained character to which various parameters are linked. The training game in this embodiment has game characteristics in which a character linked to a character card is trained by having the character participate in races that mimic horse racing.

[0031] 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.

[0032] 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.

[0033] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[0034] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can develop a development character with stronger status in the development game.

[0035] 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.

[0036] 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.

[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win a character card or a support card.

[0038] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from among the characters he or she owns and sets it as the character to be trained (hereinafter referred to as the character to be trained).

[0039] 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.

[0040] 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.

[0041] Thus, the main object of the game of this embodiment is to generate a training character through a training game and to use the training character to improve the ranking of the team competitive game.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. Although described in detail later, the training main game is a game in which a player selects one character from among the characters he / she owns and trains it as a character to be trained (hereinafter, referred to as a character to be trained).

[0055] The setting game, in which the player registers the character to be trained and the deck (the successor character and the support card), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0056] As shown in FIG. 4, in the preparation stage processing, the registration of the scenario, the registration of the character to be trained, the registration of the successor character, the registration of the support card, and the registration of the team members are performed in this order. Note that the order of the above registration and setting processing is merely an example. Therefore, the order of the above registration and setting processing can be changed as appropriate.

[0057] <Preparation stage processing> The preparatory stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). The support cards are intended to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparatory stage processing will assist in the training of the character to be trained. In what follows, the character linked to the support card will be referred to as the support character.

[0058] <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.

[0059] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. When a character to be developed (described later) is selected, the character ID assigned to each character is registered. There are scenarios in which different goals are set for each type of character to be developed (here, existing scenarios), and scenarios in which a common goal is set for all characters to be developed (here, new scenarios).

[0060] In the existing scenario, a goal is set at the start of the training game based on the registered scenario ID and character ID. On the other hand, in the new scenario, a goal is set based on the registered scenario ID. In the new scenario, a character ID is not specified when setting a goal for the training game, so a common goal is set regardless of the type of character being trained.

[0061] 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.

[0062] 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.

[0063] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are 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.

[0064] 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.

[0065] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of 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.

[0066] 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.

[0067] 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."

[0068] 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".

[0069] 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.

[0070] 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.

[0071] 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".

[0072] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set at all. Also, the timing of occurrence of scenario events may be the same for all scenarios, or may be different.

[0073] 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.

[0074] <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.

[0075] Moreover, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the training target character selection screen 150. Moreover, a return operation section 153 and a next operation section 154 are displayed at the bottom of the training target character selection screen 150.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] The initial value of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of the character's ability parameters also increases.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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 to match the race content, the more advantageous the race will be.

[0087] 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.

[0088] 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.

[0089] A skill operation section 161 and an event operation section 162 are displayed in the center of the character details screen 160. As shown in FIG. 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race or team race, which will be described later. The activation of a skill gives each character an advantage in the race development.

[0090] FIG. 7C is a diagram for explaining skills. As shown in FIG. 7C, each character possesses a plurality of skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying a predetermined condition, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is merely possessed, and it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.

[0091] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0092] In this embodiment, the skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Moreover, the skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown on the character details screen 160 of Fig. 6B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.

[0093] Specifically, in the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. The number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0094] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills if the conditions for unlocking them have not been met. Therefore, awakened skills whose conditions for unlocking have not been met cannot be acquired in the main training game.

[0095] In FIG. 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. The awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills include those that are set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0096] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhance operation section 163b. When the enhance operation section 163b is tapped, a character enhance screen 165 is displayed on the display 26.

[0097] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, and when the strengthening screen selection operation unit 102b is tapped. A character icon 151 corresponding to a possessed character is displayed from the center downward of the character strengthening screen 165. When the character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is selected.

[0098] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.

[0099] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is in a selected state, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The names of the awakening skills corresponding to the awakening levels are written in the awakening skill display fields 168a, 168b, 168c, and 168d, respectively.

[0100] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays items required to increase the awakening level, and the fact that the awakening level will increase by consuming the items. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0101] In this embodiment, the awakening level of each character is set to level 1 in the initial state. A player can increase the awakening level of a character up to level 5 by consuming items. Each awakening level is associated with one awakening skill. By increasing the awakening level, an awakening skill corresponding to the increased awakening level is released. Specifically, when the awakening level becomes level 2, an awakening skill corresponding to level 2 is released. Similarly, when the awakening level becomes level 5, an awakening skill corresponding to level 5 is released.

[0102] In this way, each character has four awakening skills. By increasing the awakening level, the player can unlock the same number of awakening skills as the awakening level. Once unlocked, the awakening skills function as acquireable skills.

[0103] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are released at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been released are marked as "Released" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not been released are displayed in gray in the awakening skill display fields 168a, 168b, 168c, and 168d. FIG. 8 shows a state in which the awakening level is level 4 and three awakening skills are released.

[0104] Although detailed explanations are omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the contents of each awakening skill is displayed. When the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of the possessed skill (described later) can be increased by consuming an item.

[0105] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming an item. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed, and the character details screen 160 is displayed.

[0106] Furthermore, when the player taps on the event operation section 162 of the character details screen 160, the content of the character details screen 160 changes as shown in FIG. 6C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to the character appearing in the training game is displayed, or the value of an ability parameter changes.

[0107] Fig. 7D is a diagram for explaining dedicated events. As shown in Fig. 7D, a plurality of dedicated events are linked to each character. As shown in Fig. 6C, the character details screen 160 displays the dedicated events linked to the character. The dedicated events include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the numerical value of the character's ability parameters, and the like.

[0108] Further, the dedicated events displayed on the character detail screen 160 shown in Fig. 6C may be executed in their entirety while the training main game is being executed, or at least some of them may be executed while the training main game is being executed, or none of them may be executed while the training main game is being executed if a predetermined condition is not met. Also, the number of dedicated events provided for each character may be increased, for example, by increasing the character's level, consuming in-game currency or items, etc. Also, if a predetermined condition is met, a dedicated event that is not displayed as a dedicated event may be executed during the training main game.

[0109] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the development target character selection screen 150 is displayed on the display 26.

[0110] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in Fig. 6A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information on the character selected on the training target character selection screen 150 on the training information display screen.

[0111] The objective of the training game is to generate a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player must train the character to be trained and enter it in a race each turn.

[0112] A plurality of clear goals are set for each character. On the training information display screen, the clear goals set for the selected character can be confirmed. A race in which the character to be trained can run is determined in advance for each turn. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieve a predetermined ranking.

[0113] Furthermore, when a character to be trained runs in a race, the character to be trained can gain fans. In each race, the number of fans that can be gained is determined by the finishing position, and the higher the finishing position, the more fans the character can gain. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans the character can gain.

[0114] 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.

[0115] Furthermore, the character to be trained will activate a skill (an acquired skill) during the race with a certain probability. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress during the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.

[0116] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required for entry. Therefore, if a race in which the number of fans is specified as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.

[0117] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a difficult race (e.g., GI) within a range of a predetermined turn. In this way, a plurality of clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.

[0118] Therefore, if the character to be trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character to be trained cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.

[0119] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns there are, the stronger the character to be trained can be generated. Therefore, when playing the training main game, it is necessary to increase the parameters of the character to be trained so that all clearing objectives can be cleared.

[0120] Basically, the clearing goal set for each character is fixed, and the same clearing goal is set as a task each time the training game is played. However, there may be characters that are set with clearing goals that change according to the progress of the training main game, or that allow the player to select clearing goals.

[0121] Furthermore, when the training game is completed, a training character is generated. When the training game is completed, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a preset formula, such as a point calculated from various parameters of the training target character at the time of training completion, a point calculated from acquired skills, etc. The training information display screen displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.

[0122] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from one scenario to another. The training information display screen displays the scenario that was selected when each training character was trained.

[0123] 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.

[0124] <Registering a successor character> Fig. 9A is a first diagram illustrating an inheritance character selection screen 170. Fig. 9B is a first diagram illustrating a development character list screen 180. Fig. 9C is a second diagram illustrating an inheritance character selection screen 170. Fig. 9D is a third diagram illustrating an inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.

[0125] 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.

[0126] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on the inheriting character selection screen 170. When the screen transitions from the training target character selection screen 150 to the inheriting character selection screen 170, as shown in Fig. 9A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.

[0127] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a raised character list screen 180 shown in Fig. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on the raised character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a raised character list display area is provided. A raised character icon 182 is displayed in the raised character list display area.

[0128] When the My Character tab 181a is selected, a raised character icon 182 corresponding to a raised character owned by the player is displayed, as shown in Fig. 9B. Although not shown, when the Rental tab 181b is selected, a raised character icon 182 corresponding to a representative character of a friend, that is, a raised character raised by a friend, is displayed.

[0129] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is provisionally selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character in the provisionally selected state is displayed in first inheritance character selection area 171a.

[0130] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in FIG. 9D.

[0131] 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.

[0132] FIG. 10 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the ability parameters and aptitude parameters of the training target character based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one training target character, and these inheritance characters are training characters that have been generated previously. Therefore, when a training character to be set as an inheritance character is generated, two inheritance characters are set for that training character.

[0133] As shown in FIG. 10, the character to be trained in the training main game that is about to be started is defined as the current generation. In addition, the two training characters set as inherited characters for this character to be trained are defined as the first generation of inheritance. Furthermore, for the first generation of inherited characters, two training characters are set as inherited characters at the start of training. The two training characters that were set as inherited characters when the first generation of inherited characters were generated are defined as the second generation of inheritance.

[0134] In this case, the characters that have a utility for the current character to be raised are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be raised, so a total of six characters to be raised provide a utility for one character to be raised.

[0135] 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.

[0136] 9D, the first inheritance character selection area 171a shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b shows icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.

[0137] FIG. 11 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the character to be trained is registered as a training character, and at this time, the training character is linked to and stored with factor information. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was selected by lottery.

[0138] 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.

[0139] The factors possessed by a character to be trained only affect the character to be trained when that character is set as an inherited character. Factors that a character to be trained can acquire are classified into a number of types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of a number of stages. Here, three factor levels are provided as factor stages: level 1, level 2, and level 3.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] FIG. 12A is a diagram explaining the utility of basic ability factors. The increase in each ability parameter and the increase in the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".

[0144] 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).

[0145] 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.

[0146] As described above, the training main game is composed of a plurality of turns, among which a predetermined turn is set as a factor activation turn. For example, assume that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined for each factor (inherited character) whether or not to activate, and when it is determined that a factor is activated, the activation condition for that factor is established, and the utility corresponding to the factor is brought about.

[0147] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Also, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

[0148] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 9C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Also, the ability parameter display section 152a displays a value to which the increase value for the first turn has been added.

[0149] Also, in FIG. 9D, two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn by the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21", "+63", and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.

[0150] In addition, the increase value of the ability parameter increased by the inheritance characters constituting the first inheritance group and the increase value of the ability parameter increased by the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Fig. 9D, the notation "+63" displayed above the ability parameter of power and the notations "+21" and "+42" displayed above the ability parameters of speed and intelligence are color-coded.

[0151] 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".

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 9C and 9D, the initial upper limit value of the ability parameter displayed in ability parameter display section 152a of inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value increased by the basic ability factor has been added. In this way, the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factor is displayed, improving convenience when selecting an inheritance character.

[0157] The suitability factors shown in FIG. 11 increase the suitability parameters of the character to be trained. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A character to be trained always acquires one of the six suitability factors. The six suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, and long distance suitability, respectively. For example, if the first or second generation of inherited characters includes a character to be trained that has a turf factor, the suitability parameter of the turf suitability of the character to be trained increases.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] In contrast, in the 31st and 55th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 31st and 55th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 31st or 55th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 31st and 55th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 31st and 55th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.

[0163] 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.

[0164] A race factor increases the ability parameters of a character to be trained. A race factor is provided for each race of high difficulty, such as a GI, among the races that can be entered in the main training game (hereinafter referred to as a factor target race). At the end 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 will acquire a race factor. If the character to be trained wins this lottery, the character to be trained can acquire a race factor.

[0165] 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.

[0166] 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.

[0167] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 31st and 55th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.

[0168] 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.

[0169] 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.

[0170] FIG. 12B is a diagram explaining the utility of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may be activated at the first activation timing. If a character factor is activated at the first activation timing, the character being trained will obtain a skill hint as described above, but the upper limit of ability parameters will not increase.

[0171] 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.

[0172] 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.

[0173] The skill factors shown in FIG. 11 are imparted based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill acquired by the training character. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of the skill factor is determined by lottery.

[0174] 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.

[0175] 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.

[0176] 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.

[0177] 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.

[0178] 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.

[0179] Fig. 13A is a diagram explaining compatibility judgment targets, and Fig. 13B is a diagram explaining compatibility judgment items. As shown in Fig. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be raised and the first inherited generation of raised characters in the first inheritance group. The second judgment target (No. 2) is the current character to be raised and the first inherited generation of raised characters in the second inheritance group.

[0180] 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).

[0181] 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.

[0182] For each of the above-mentioned judgment objects, it is judged whether the condition is satisfied for each of the judgment items. An example of the judgment items is shown in Fig. 13B. In this embodiment, the world view of the game is set such that the characters that can be selected as characters to be trained are students, and each character trains at school.

[0183] As shown in Fig. 13B, each character is set in advance as a grade, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the characters to be judged match.

[0184] 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.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] As shown in Figures 9B, 9C, and 9D, when an inherited character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks, ◎, ◯, and △. Note that, as shown in Figure 9A, when an inherited character is not selected, the compatibility mark is not displayed.

[0189] 9B, a display switch button 183 is provided on the development character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inherited characters.

[0190] <Support card registration> Fig. 14A is a first diagram illustrating a support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Fig. 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed in the lower part of the support card organization screen 190.

[0191] 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.

[0192] 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.

[0193] Fig. 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of Fig. 14A, a support card selection screen 200 shown in Fig. 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0194] 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.

[0195] FIG. 15A is a diagram for explaining a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and favorite training for each type of support card (i.e., support card ID) owned by the player. The support characters correspond one-to-one with the types of support cards. In other words, one support card ID is always associated with one support character.

[0196] 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.

[0197] 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.

[0198] 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.

[0199] 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.

[0200] FIG. 15B is a diagram for explaining support effects. As shown in FIG. 15B, a plurality of support effects are stored in each support card. The support effects increase various statuses in the training main game. A support card is provided with a plurality of targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0201] FIG. 15C is a diagram for explaining the possessed skills. As shown in FIG. 15C, a plurality of possessed skills are set for each support card. In this embodiment, just as each character possesses a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.

[0202] FIG. 15D is a diagram for explaining support events. As shown in FIG. 15D, each support card is linked to a plurality of support events. A support event is an event that may occur during execution of the training main game. When a support event occurs, the values ​​of various statuses in the training main game may increase or decrease.

[0203] 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.

[0204] The support event may include a hint event and a skill event. The hint event may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The skill event may include a first skill event that may occur at the start of a turn in the training game, and a second skill event that may occur after training in the training game.

[0205] The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.

[0206] Fig. 14C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable as shown in Fig. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 14A.

[0207] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190 as shown in Fig. 14C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.

[0208] Fig. 16A is a diagram explaining the final confirmation screen 205. Fig. 16B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the character to be raised selected by the player, the characters to be raised that make up the first inheritance group, the characters to be raised that make up the second inheritance group, and the support card. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the preset currently selected.

[0209] Here, the preset is reservation information for a race in which a character to be trained will run in the training main game. The player can create a preset by selecting any race from all races. It is possible to save multiple presets, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.

[0210] 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.

[0211] 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, as shown in FIG. 4, after the team members are registered, the top screen 210 (FIG. 19) is displayed on the display 26.

[0212] <Team member registration> FIG. 17A is a diagram for explaining the type of character. FIG. 17B is a diagram for explaining the member ID. The training main game of this embodiment has a story in which a training target character and 15 other characters form one team. In the preparation stage processing, the 15 characters that form the team are determined. Hereinafter, the characters determined as members of the team are called team members.

[0213] Characters that can become team members are characters that are linked to character cards or support cards provided by the management. As shown in FIG. 17A, a priority is set for characters that can be determined as team members, and team members are determined in order of the characters with the highest priority. Here, the priority of scenario-linked characters is set to be the highest.

[0214] Scenario link characters are essential characters in the story of the development main game, and in this embodiment, six characters are set as scenario link characters in advance. If the character to be developed is not a scenario link character, the six scenario link characters are determined as team members. Also, if the character to be developed is a scenario link character, the five scenario link characters other than the character to be developed are determined as team members.

[0215] Once the scenario link character is determined as a team member, the support character is then determined as a team member. As described above, the support character is a character tied to a support card. Here, the priority of the support character is set to be second highest after the scenario link character. In the preparation stage process, six support cards are organized into a deck. Therefore, the team members may include six support characters tied to the support cards organized into the deck.

[0216] However, if the character tied to the support card is a scenario link character, that character has already been determined as a team member as a scenario link character. For example, let's say that out of the six support cards organized in the deck, two support cards are tied to scenario link characters. In this case, since the two support characters have already been determined as team members as scenario link characters, the other four support characters are determined as team members.

[0217] Although detailed explanation is omitted, the support characters include characters that can be set as characters to be developed and special characters that cannot be set as characters to be developed. The special characters are set in advance so as not to be determined as team members. Therefore, if special characters are linked to all six support cards organized in the deck, the number of support characters determined as team members will be zero. Note that here, special characters are not included in the scenario link characters. However, special characters may be set as scenario link characters. Furthermore, if a special character is a support character, the special character may be determined as a team member.

[0218] Once team members have been determined from the scenario link characters and support characters, the missing team members are determined from the other target characters. The other target characters are characters that can be determined as team members, excluding characters to be developed, scenario link characters, and support characters. Note that the target characters do not include special characters.

[0219] For example, if ten team members have already been determined from scenario link characters and support characters, five other target characters are determined as team members. Here, the other target characters are extracted, and from among the extracted characters, characters to be team members are determined by lottery. Note that, for example, a priority order is set for characters to make up for the shortage of team members, and characters with the highest priority may be determined as team members.

[0220] A member ID is associated with each character determined as a team member. Here, as shown in FIG. 17B, member IDs 01 to 15 are provided. Although a detailed description will be omitted, initial values ​​of various parameters such as ability parameters are associated with each member ID, similar to characters to be trained. Here, the initial values ​​associated with member IDs 01 to 06 are overall higher than the initial values ​​associated with member IDs 07 to 10. Also, the initial values ​​associated with member IDs 07 to 10 are overall stronger than the initial values ​​associated with member IDs 11 to 15. Therefore, the higher the priority of a character, the higher the initial ability of the team members.

[0221] As described above, when the character to be trained, the successor character, the support character (support card), and the team members are registered and stored, the preparation stage processing ends and the processing moves to the training stage processing.

[0222] <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.

[0223] FIG. 18 is a diagram explaining the selection items in each turn. In the scenario of this embodiment, a goal to be achieved during the training game is set for the training target character. Here, as described above, a common goal is set for all the training target characters based on the scenario ID registered in the preparation stage processing. Therefore, the player needs to make the characters achieve a common goal in the training game regardless of the type of character selected for the training target character.

[0224] As shown in FIG. 18, the training main game is composed of the 1st turn to the 67th turn. The player selects one of the options for each turn to progress through the training main game. When an option is selected in each turn, that turn ends and the game moves to the next turn. In each turn, various parameters are updated according to the option selected by the player. The options are described below with reference to FIG. 18 and FIG. 19.

[0225] FIG. 19 is a diagram illustrating a top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 19 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is associated with the character to be trained. 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".

[0226] 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.

[0227] As shown in FIG. 19, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained. The status display section 213 displays the status of the character to be trained as a numerical value and an alphabet indicating a rank separated by the numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained as a numerical value.

[0228] As shown in FIG. 19, the rest operation section 215a, the training operation section 215b, the skill operation section 215c, the infirmary operation section 215d, the outing operation section 215e, the overseas aptitude operation section 215f, and the race operation section 215g are displayed at the bottom of the top screen 210. These operation sections can also be said to be commands that specify the behavior of the character to be trained. The commands of the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215g are commands that end the current turn. In other words, in each turn, any one of the commands of the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, the outing operation section 215e, and the race operation section 215g can be selected.

[0229] However, as described above, a goal is set for the character to be trained. The goals set for the character to be trained include participating in a preset goal race and achieving a predetermined result in the goal race. In this way, in a turn in which a goal race is set (hereinafter referred to as a race-only turn), the race operation section 215g is selectable, and the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, and the outing operation section 215e are not selectable.

[0230] In the race-only turn, the rest operation section 215a, the training operation section 215b, the infirmary operation section 215d, and the outing operation section 215e are displayed in gray, and the player's operations are not accepted. Therefore, in the race-only turn, the player must operate the race operation section 215g to enter the character to be trained in a race.

[0231] The player can select the option "rest" by operating the rest operation unit 215a. When "rest" is selected, the physical strength of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 215b.

[0232] Furthermore, the player can select the selection item "skill" by operating the skill operation unit 215c. When "skill" is selected, the player can acquire one of the skills by consuming skill points. Note that the skill operation unit 215c is set to be always selectable in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end.

[0233] In addition, the player can select the option "infirmary" by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained can be eliminated. Although a detailed explanation is omitted, the character to be trained may be set with negative parameters that put a disadvantage on the progress of the game.

[0234] The training main game includes an event that allows a character to acquire negative parameters. When an event occurs, the character to be trained acquires negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If the "health room" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if the "health room" is selected, the negative parameters may not be eliminated. Also, selecting the "health room" may restore physical strength. Note that when the character to be trained has not acquired negative parameters, the health room operation unit 215d cannot be selected.

[0235] Furthermore, the player can select the option "Going out" by operating the going out operation unit 215e. When "Going out" is selected, the condition of the character to be trained improves.

[0236] Furthermore, the player can select the option "overseas aptitude" by operating the overseas aptitude operation unit 215f. By selecting "overseas aptitude", the player can acquire overseas aptitude by consuming aptitude points, which will be described later. Note that the overseas aptitude operation unit 215f is set to be selectable at all times in all turns. Even if the player operates the overseas aptitude operation unit 215f to acquire overseas aptitude, the turn does not end. Details of this overseas aptitude and aptitude points will be described later.

[0237] Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 215g.

[0238] When the character to be trained performs any of the following actions, the current turn ends and the next turn begins.

[0239] FIG. 18 shows an example of selection items that the player can select in each turn. In FIG. 18, ◎ indicates that the selection item must be selected, ◯ indicates that it is selectable, and × indicates that it is not selectable. Also, △ indicates that it may or may not be selectable depending on the parameters of the character to be trained at the start of each turn. Also, in this embodiment, the above-mentioned "races" are broadly divided into "normal races" and "special races" as shown in FIG. 18.

[0240] In this example, from turn 1 to turn 10, "race" cannot be selected, and options other than "race" can be selected. In addition, there are multiple race-limited turns, such as turn 11, turn 41, turn 43, turn 65, and turn 67. In the race-limited turns, the player must select a regular race or a special race that has been set in advance.

[0241] That is, a target race and a target in the target race are set in advance for the character to be trained. Here, the finishing order is set as the target for each target race, and the turn in which the target race is held is the race-limited turn. Therefore, the player must make the character to be trained run in the target race in the race-limited turn. Furthermore, if the target set for the target race is not met, the training main game ends.

[0242] The scenario of this embodiment has a story in which the character to be trained trains with team members and aims to win an overseas race. Therefore, the normal race is a domestic race, and the special race is an overseas race. In this embodiment, a representative friendly race is held after a predetermined turn is completed. In the representative friendly race, the character to be trained and team members race against overseas representatives. Here, as shown in FIG. 18, a total of four representative friendly races are held, from the first representative friendly race to the fourth representative friendly race. The goal of the character to be trained may include achieving a predetermined ranking in the representative friendly race.

[0243] As shown in FIG. 19, a details icon 217 and an expectation display field 218 are provided in the upper left corner of the top screen 210. The expectation display field 218 displays the current supporter points and the expectation calculated from the supporter points. The supporter points are parameters associated with each of the characters to be trained and the team members. For example, the supporter points of the characters to be trained increase by performing an SS match, which will be described later. Also, for example, the supporter points of the team members increase by performing joint training, which will be described later.

[0244] The conditions for the character to be trained and the team members to acquire supporter points are not limited to the above. For example, either or both of the character to be trained and the team members may acquire supporter points by participating in a target race. Also, supporter points may be awarded randomly for each turn. The expectation display field 218 displays the supporter points of the character to be trained (7,777 points in FIG. 19).

[0245] An information button 217a is provided in the details icon 217. When the information button 217a is operated, a team member dialogue 310, which will be described later, is displayed. In the team member dialogue 310, the supporter points for each character and the like are displayed.

[0246] FIG. 20 is a first diagram for explaining the training screen 220. FIG. 21A is a second diagram for explaining the training screen 220. FIG. 21B is a third diagram for explaining the training screen 220. When the training operation section 215b of the top screen 210 is operated, the training screen 220 is displayed on the display 26. As shown in FIG. 20, training items are displayed at the bottom of the training screen 220. Here, the speed operation section 221a, the stamina operation section 221b, the power operation section 221c, the willpower operation section 221d, the intelligence operation section 221e, and the SS match operation section 221f are displayed. Hereinafter, the speed operation section 221a, the stamina operation section 221b, the power operation section 221c, the willpower operation section 221d, the intelligence operation section 221e, and the SS match operation section 221f may be collectively referred to simply as the operation section 221.

[0247] When the player operates the operation unit 221, the training item corresponding to the operation unit 221 to which the operation input has been made is provisionally selected. At this time, the operation unit 221 corresponding to the provisionally selected training item is highlighted. For example, FIG. 20 and FIG. 21B show a state in which the stamina operation unit 221b is provisionally selected. Also, FIG. 21A shows a state in which the power operation unit 221c is provisionally selected.

[0248] Then, when an operation input is again made to the operation unit 221 in the provisionally selected state, training is executed corresponding to the operation input made to the operation unit 221. Specifically, when an operation input is again made to the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, intelligence operation unit 221e, and SS match operation unit 221f in the provisionally selected state, training is executed for speed, stamina, power, tenacity, intelligence, and SS match, respectively.

[0249] Here, the speed operation section 221a, the stamina operation section 221b, the power operation section 221c, the willpower operation section 221d, and the wisdom operation section 221e also display the training level for each training item. As will be described in detail later, the training level is a parameter that increases based on the number of training sessions for each training item, and the higher the training level, the greater the increase in ability parameters when training is successful. The training level is initially set to level 1, and can increase up to a maximum of level 5.

[0250] Further, the speed operation section 221a, the stamina operation section 221b, the power operation section 221c, the willpower operation section 221d, and the intelligence operation section 221e in the provisionally selected state display a failure rate display section 222. The failure rate displayed as a numerical value in the failure rate display section 222 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display section 211.

[0251] Also, the status display section 213 displays the increase in ability parameter when the training corresponding to the provisionally selected operation section 221 is successful. In the example shown in Fig. 20 and Fig. 21B, the stamina operation section 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display section 213. Also, in the example shown in Fig. 21A, the power operation section 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" is displayed in the power column of the status display section 213.

[0252] Furthermore, when a training session is performed and successful, a specific event may occur. In this case, an event notification display 223 is displayed on the operation unit 221 corresponding to the training item in which the specific event occurs. The event notification display 223 may be displayed in a different manner depending on the type of event.

[0253] In addition, in a turn in which training can be performed, a character may be placed in each training item. The characters placed in the training items are team members and story characters set in the scenario. In a turn in which training can be performed, for each character that may be placed in training, whether or not to place the character in a training item and the training item to be placed are determined by lottery.

[0254] 20, in the upper right portion of the training screen 220, a placed character icon 224 corresponding to a character placed in the training (hereinafter referred to as a placed character) is displayed for each item of the temporarily selected operation unit 221. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 223 is displayed on the corresponding placed character icon 224.

[0255] In addition, if the training with which the placed character is linked is successful, the parameter increase value of the character to be trained will be higher than if the training with which no placed character is linked is successful. Note that, hereinafter, the training with which the character is linked will be referred to as joint training.

[0256] In addition, a bond gauge 224a is displayed below the placed character icon 224. The bond gauge 224a visually displays the bond parameters associated with the placed character. When the placed character is successful in the training associated with the placed character, the bond parameters of the placed character increase. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character to be trained when the training is successful.

[0257] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training occurrence possible state is set for that training item. When a training item for which a friendship training occurrence possible state is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training occurrence possible state is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0258] In addition, one of the five training items, speed, stamina, power, guts, and wisdom, is linked to the support card (support character) as a favorite training. In this case, the setting conditions for the friendship training occurrence possible state are that the support character is placed in the favorite training and that the bond parameter of the support character is equal to or greater than a predetermined value.

[0259] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the speciality training of the support character based on a predetermined probability, a friendship training occurrence state is set for this training item. Then, when the training item for which the friendship training occurrence state is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0260] The support cards (support characters) may include support cards (support characters) that are not linked to a specialty training. A friendship training occurrence possible state may be set for a support card (support character) that is not linked to a specialty training, regardless of the training item to be placed, on the condition that the bond parameter of the support character is equal to or greater than a predetermined value. Alternatively, a friendship training occurrence possible state may not be set for a support card (support character) that is not linked to a specialty training.

[0261] As described above, in this embodiment, the conditions for setting a state in which friendship training can occur are that the bond parameter of the support character is a predetermined value or greater, and that the support character is placed in a pre-set training item.

[0262] 21C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation unit 221 in a provisionally selected state, training corresponding to operation unit 221 to which the operation was input is executed. When the training is executed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.

[0263] Although not shown in the figure, when normal joint training is performed, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0264] In addition, if a training session in which a friendship training occurrence state is set is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that satisfies the setting conditions for the friendship training occurrence state.

[0265] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state in which friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0266] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training occurrence possible state. For example, assume that four support characters, characters A, B, C, and D, are placed in a stamina training item. At this time, assume that characters A, B, C, and D all satisfy the setting conditions for the friendship training occurrence possible state. In this case, a friendship training-only performance is executed in which characters A, B, C, and D are displayed simultaneously or in order on the training result notification screen 220a.

[0267] In addition, the friendship training-only performance is a content in which a character who meets the setting conditions for the friendship training occurrence possible state and the character to be trained train together. Therefore, it can be said that the friendship training occurrence possible state is set not only for the training item but also for the support character.

[0268] Although not shown in the figure, an effect is superimposed on the placed character icon 224 corresponding to a placed character for which a friendship training occurrence possible state has been set. This allows the player to identify which placed character friendship training will occur for. Furthermore, when a friendship training occurrence possible state is set for any training item, an effect is also superimposed on the training operation section 215b of the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training occurrence possible state has been set.

[0269] Furthermore, on the training result reporting screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.

[0270] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 21A or 21B is successful is added. Also, the display in the physical strength display section 211 is updated according to the training item that was executed. When the training of speed, stamina, power, or tenacity is successful, physical strength decreases. On the other hand, when the training of wisdom is successful, physical strength is restored.

[0271] 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.

[0272] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Also, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0273] 21D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. In the event screen 220b, various events are executed. Note that multiple events may occur during one turn.

[0274] 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.

[0275] The events include a first hint event and a second hint event that provide skill hints, as well as an event that recovers stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. As will be described in detail later, the events include an event in which the turn in which it occurs is predetermined, and an event that occurs when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0276] Each team member is set with SS parameters and SS levels as parameters. The SS parameters and SS levels are parameters associated with each team member. The SS parameters are composed of four levels, 0 to 3, and the SS levels are composed of five levels, for example, 1 to 5. At the start of the main training game, the SS levels of all team members are set to level 1, and the SS parameter level is set to "0."

[0277] 20, on the training screen 220, a star gauge 225 is displayed to the left of the positioned character icon 224. The star gauge 225 displays the current SS parameters and SS level of the team member corresponding to the positioned character icon 224. Note that on the star gauge 225, the current SS parameters are indicated by a gauge divided into three areas.

[0278] Specifically, when the SS parameter stage is "1", the lower area of ​​the three areas is displayed in black, and the two areas in the middle and upper areas are displayed in white, as in the star gauge 225 located relatively higher out of the two star gauges 225 in Fig. 20. When the SS parameter stage is "2", the lower and middle areas of the three areas are displayed in black, and the upper area is displayed in white, as in the star gauge 225 located relatively lower in Fig. 20. Although not shown in the figures, when the SS parameter stage is "0", all three areas are displayed in white, and when the SS parameter stage is "3", all three areas are displayed in black.

[0279] In addition, a bonus mark 225a is displayed at the top of the star gauge 225. Bonus training is set for team members. Specifically, one of five types of training, speed, stamina, power, tenacity, and intelligence, is pre-assigned as a bonus training to the member ID associated with the team member. Therefore, a bonus training corresponding to the member ID associated with the team member is assigned. Therefore, even for the same character, different bonus trainings can be set for each training game depending on the assigned member ID.

[0280] The privilege mark 225a indicates the privilege training of the team member. If the character of the team member is a support character, the character is associated with two trainings: the favorite training set on the support card and the privilege training as a team member. In this case, the privilege training may be the same as the favorite training or may be different.

[0281] In addition, a reward mark 225b is displayed near the star gauge 225. The reward mark 225b indicates an additional reward that will be acquired when the character to be trained wins against a team member in an SS match, which will be described later.

[0282] If the joint training in which team members are assigned is successful, the SS parameters of all team members assigned to the successful joint training will increase. Here, if normal joint training is successful, the SS parameters will increase by one level. Also, if friendship training occurs, the SS parameters of the assigned team members will increase by two levels. However, the SS parameters have a maximum limit of "3" for each SS level. Therefore, for example, if friendship training occurs in a training in which a team member with an SS parameter level of "2" is assigned, the SS parameter level of that team member will increase to "3".

[0283] Then, team members whose SS parameters have reached the upper limit are placed and linked to the training item "SS Match". The training item "SS Match" is enabled when at least one team member is placed in the "SS Match". In other words, when there is one or more team members whose SS parameters have reached the upper limit, the player can execute the "SS Match". Unlike training other than the "SS Match", team members whose SS parameters have reached the upper limit are always placed in the "SS Match". Therefore, when a reward that the player wants to obtain is linked to a team member, the player can always execute training with the desired team member.

[0284] Therefore, if there is no team member whose SS parameter has reached the upper limit, the player cannot execute the "SS match." In this way, when the "SS match" cannot be executed, the SS match operation unit 221f is displayed grayed out, as shown in Fig. 20. In this state, the SS match operation unit 221f is disabled.

[0285] After it is determined whether or not a team member is to be placed in the "SS match", it is then determined whether or not the team member is to be placed in the "race" held in the turn. At this time, the team member placed in the "SS match" will not be placed in the "race". After it is determined whether or not a team member is to be placed in the "SS match" or the "race", it is then determined whether or not each team member is to be placed in each training item. At this time, each team member can be placed in each training item regardless of whether or not they are placed in the "SS match" or the "race". In other words, in one turn, a team member can be placed in both the "SS match" or the "race" and any one of the training items. For team members who are determined to be placed in the "SS match" or the "race", a lottery is held to determine whether or not they are to be placed in other trainings, so that it is possible to prevent members from being biased toward one of the trainings and reducing the options for joint training.

[0286] When the enabled SS match operation unit 221f is operated by the player, an SS match is executed as training. As will be described in detail later, an SS match is a one-on-one match between a character to be trained and a team member. When an SS match is executed, the SS level of the team member who competed against the character to be trained increases by "1". At the same time, the stage of the SS parameter is reset to "0".

[0287] An information operating section 226 is displayed in the upper left corner of the training screen 220. When the information operating section 226 is operated, an SS match information dialogue 300 is displayed.

[0288] FIG. 22 is a diagram illustrating the SS match information dialog 300. The SS match information dialog 300 is provided with a plurality of team member information columns 301. A team member information column 301 is provided for each team member. In other words, each team member information column 301 corresponds to one of the team members. As described above, special training is set for each team member. In the SS match information dialog 300, the team member information columns 301 are displayed in a classified manner for each special training set for the team member. In FIG. 22, four team member information columns 301 are shown, but other team member information columns 301 are displayed by inputting a sliding operation in the up or down direction in the SS match information dialog 300.

[0289] An icon representing a character is displayed on the left side of the team member information column 301. This icon makes it possible to identify which team member's information is displayed in the team member information column 301.

[0290] Furthermore, on the right side of the team member information field 301, a star gauge 225 is displayed, making it possible to check the current SS parameters and SS level of the team members. Furthermore, three additional rewards are displayed in the team member information field 301. As described above, when a character to be trained wins against an opposing team member in an SS match, an additional reward is given to the character to be trained. At this time, one additional reward is given to the character to be trained.

[0291] At the start of the training main game, three additional rewards are determined for all team members. At this time, the order in which the three additional rewards are to be given to the character to be trained is set. In the team member information column 301, the additional reward that is to be given earlier among the three additional rewards is displayed higher. That is, if the character to be trained next wins against a specific team member in an SS match, the additional reward displayed in the upper row of the team member information column 301 is given to the character. Furthermore, if the character to be trained subsequently wins against a specific team member in an SS match, the additional reward displayed in the middle row of the team member information column 301 is given to the character to be trained.

[0292] When there are only two additional rewards remaining to be granted, a new granting order is determined for the three additional rewards determined at the start of the training main game. For example, assume that the first of the three additional rewards determined at the start of the training main game has been granted to the character to be trained. In this case, there are only two additional rewards remaining to be granted, so a new granting order is determined for the three additional rewards. As a result, a total of five additional rewards are set as additional rewards to be granted to the team member. However, even in this case, only the three additional rewards that are to be granted to the character to be trained, from first to third, are displayed in the team member information column 301.

[0293] After that, the SS match is further executed, and when the character to be trained wins three matches against the team members, three additional rewards are given to the character to be trained. In this case, the additional rewards to be given are again reduced to two, and at this point, the order in which the three additional rewards are given is newly determined.

[0294] It should be noted that, here, three additional rewards are determined at the start of the training main game. Then, during the training main game, the order in which the three additional rewards determined at the start of the training main game are awarded is additionally determined. Therefore, a maximum of three types of additional rewards can be associated with one team member. However, during the training main game, additional rewards different from those at the start of the training main game may be determined by lottery.

[0295] For some characters, such as scenario-linked characters, the additional rewards to be given and the order in which they will be given may be set in advance. For all characters, the additional rewards to be given and the order in which they will be given may be set in advance.

[0296] In addition, when the additional reward is determined by lottery, a new additional reward may be determined by lottery each time an additional reward is awarded. Alternatively, at the start of the training main game, a predetermined number of additional rewards (for example, 10 to 20) may be determined by lottery for each team member. In this case, when all of the predetermined number of additional rewards set for one team member have been awarded, the additional rewards may be awarded again in order starting from the first additional reward as a second round.

[0297] In this case, the additional rewards include gaining aptitude points, gaining status, gaining skill hints, recovering physical strength, and the like. However, the contents of the additional rewards are merely examples, and many other additional rewards are provided. Here, the contents of the additional rewards determined by lottery may differ for each team member. For example, the types of additional rewards that can be determined by lottery may be predetermined depending on the character type and member ID.

[0298] In the team member information column 301, a reward mark 225b is displayed together with text indicating the content of the additional reward. As described above, the reward mark 225b is also displayed in the training screen 220 near the star gauge 225. In the training screen 220, only one reward mark 225b corresponding to the next additional reward to be granted is displayed (see FIG. 20).

[0299] Furthermore, a close operation section 302 is provided at the bottom of the SS match information dialog 300. When the close operation section 302 is operated, the SS match information dialog 300 is hidden and the training screen 220 is displayed.

[0300] Furthermore, as shown in FIG. 19, when the information button 217a of the details icon 217 displayed on the top screen 210 is operated, a team member dialogue 310 is displayed.

[0301] 23 is a diagram illustrating the team member dialogue 310. The team member dialogue 310 is provided with a plurality of character information columns 311. A character information column 311 is provided for each character to be trained and each team member. In other words, each character information column 311 corresponds to either a character to be trained or any one of the team members.

[0302] 23 shows four character information columns 311, but other character information columns 311 are displayed by inputting a sliding operation in the up or down direction in the team member dialogue 310. Note that the character information column 311 at the top of the team member dialogue 310 corresponds to the character to be trained. Also, here, the character information column 311 of a team member with higher supporter points is displayed at the top of the team member dialogue 310.

[0303] An icon representing a character is displayed on the left side of the character information column 311. This icon makes it possible to identify which character's information is displayed in the character information column 311.

[0304] Also, on the right side of the character information column 311 corresponding to the team member, a star gauge 225 is displayed, and the current SS parameters and SS level of the team member can be confirmed. Also, the character information column 311 displays the character's name and current supporter points.

[0305] The current expectation level is displayed at the top of the team member dialogue 310. As described above, the expectation level is calculated based on the total supporter points of the character to be trained and each of the team members. The higher the total points, the higher the expectation level. In this embodiment, an expectation level bonus according to the expectation level is given to the character to be trained. For example, an expectation level bonus is provided such that the increase in the ability parameter that increases when training is successful increases by 5%. The currently given expectation level bonus is displayed in the team member dialogue 310.

[0306] The period during which the effect of the expectation bonus is applied is not particularly limited. For example, the effect of the expectation bonus once acquired may continue until the end of the training main game. Alternatively, the number of turns may be set as the period during which the effect continues. Furthermore, the duration of the effect may end when a predetermined event occurs during the training main game.

[0307] Furthermore, a close operation section 312 is provided at the bottom of the team member dialogue 310. When the close operation section 312 is operated, the team member dialogue 310 is hidden and the top screen 210 is displayed.

[0308] FIG. 24 is a fourth diagram illustrating the training screen 220. When team members are placed (linked) to the training item "SS Match", the SS Match operation section 221f is enabled as shown in FIG. 24. At this time, a character number display icon 227 is displayed at the top of the SS Match operation section 221f. The character number display icon 227 displays "VS×n (n is an integer from 1 to 5)". The n in "VS×n" indicates the number of team members placed in the training item "SS Match".

[0309] In the example shown in FIG. 24, "VS×2" is displayed, suggesting that two team members are placed in the training item "SS Match." When the SS Match operation unit 221f is operated in the state shown in FIG. 24, the "SS Match" is provisionally selected. In the "SS Match" provisionally selected state, the training screen 220 becomes the SS Match provisional selection screen 320.

[0310] 25 is a diagram illustrating the SS match provisional selection screen 320. The SS match provisional selection screen 320, like the normal training screen 220, displays the status display section 213, the skill point display section 214, the operation section 221, the failure rate display section 222, and the event notification display 223. As described above, the SS match is a game in which a character to be trained plays one-on-one against a team member whose SS parameters have reached the upper limit.

[0311] As will be described in detail later, at the start of a turn, team members whose SS parameters have reached the upper limit are selected. At this time, if there are five or fewer selected team members, all of the selected team members are determined as opponents. On the other hand, if there are six or more selected team members, five of the selected team members are selected as opponents by lottery. In other words, in one SS match, a maximum of five team members are selected as opponents. Note that, for example, the team members may be checked one by one in order to see if their SS parameters have reached the upper limit, and the process may end when five team members whose SS parameters have reached the upper limit have been selected.

[0312] Then, once the opposing team members are determined, a winning percentage, which is the probability that the character to be trained will win, is set for each opponent. This winning percentage is calculated mainly based on the evaluation points associated with the character to be trained and the evaluation points associated with the opposing team members. The evaluation points are calculated based on parameters that are mainly referenced when the race result is derived, such as current ability parameters, aptitude parameters, and acquired skills. In other words, the evaluation points are parameters that comprehensively represent the strength of the character in the race, and the stronger the character, the higher the evaluation point. Note that the parameters used to calculate the evaluation points may include parameters that are not related to the race result, such as the number of fans.

[0313] FIG. 26A is a diagram explaining the calculation formula for the winning rate. FIG. 26B is a diagram explaining the stamina addition value. The winning rate of an SS match is calculated based on the calculation formula shown in FIG. 26A. That is, the winning rate of an SS match is calculated as follows: (evaluation score of the character to be trained ÷ evaluation score of the opponent) 2 × 50 + "stamina addition value." Here, the stamina addition value is determined based on the current stamina of the character to be trained, as shown in FIG. 26B.

[0314] Specifically, the stamina of a character to be trained is set as an integer between 0 and 100. The stamina addition value is 0% when the stamina of the character to be trained is 30 or less, 5% when it is 31 to 70, and 10% when it is 71 or more.

[0315] As described above, the higher the evaluation score of the character to be trained is compared with the evaluation score of the opponent, the higher the winning rate of the SS match. Also, the higher the stamina of the character to be trained is, the higher the winning rate of the SS match. Note that the above-mentioned formula for calculating the winning rate of the SS match is merely an example. The parameters used in calculating the winning rate of the SS match are not limited to the above-mentioned evaluation score and stamina, and other parameters may be used.

[0316] For example, instead of the above-mentioned physical strength addition value, a correction value based on physical strength may be applied. Specifically, when physical strength is 0 to 1, a correction value of -80% is applied, when physical strength is 2 to 9, a correction value of -50% is applied, when physical strength is 10 to 19, and a correction value of 0% is applied when physical strength is 20 or more. In this way, a negative correction value according to physical strength may be applied instead of the above-mentioned physical strength addition value.

[0317] Also, for example, only the correction value based on the physical strength may be used as a parameter for calculating the winning percentage. In this case, the winning percentage may be calculated by adding a negative correction value according to the physical strength to the reference value. The reference value may be a fixed value, such as 100%, or the like. Alternatively, the reference value may be a value calculated based on the SS level or SS parameters.

[0318] Furthermore, a "condition" parameter may be applied as a parameter used in calculating the winning rate of an SS match. For example, an additive correction value when the "condition" is at its best and a subtractive correction value when the "condition" is at its worst may be provided, and these correction values ​​may be added to, subtracted from, multiplied with, or divided by the above-mentioned reference value. Also, a correction value based on the "condition" parameter and a negative correction value according to the above-mentioned physical strength may be added to, subtracted from, multiplied with, or divided by the reference value.

[0319] As mentioned above, by changing the winning rate depending on the timing of performing an SS match, it is possible to enjoy the negotiation of whether or not to perform an SS match.

[0320] Then, when the SS match operation unit 221f is operated again with the training item "SS match" provisionally selected, an SS match is executed. When the SS match is executed, the outcome of the character to be trained is determined for each opponent based on the winning percentage calculated at the start of the turn. This outcome is determined by lottery. For example, if the winning percentage is 70%, a lottery is held in which the probability of winning is 70% and the probability of losing is 30%. This determines the outcome of the character to be trained for each opponent.

[0321] When an SS match is performed, a match is played with all team members associated with the SS match. Therefore, a player can wait until many team members are associated and then play in an SS match all at once. Since a SS match takes one turn, the number of turns required for the SS match can be reduced by waiting until many team members are associated before performing the SS match.

[0322] On the other hand, as described above, the SS parameters of the team members are reset by performing an SS match. In other words, if an SS match is not performed, the SS parameters of the team members will remain at the upper limit, and even if training is performed, the SS parameters and SS level will not increase. Therefore, if an SS match is not performed until a large number of team members are associated with an SS match, the SS level of the team members will not increase easily. In this way, a high level of strategy is required of the player regarding the timing of performing an SS match, which increases the player's motivation to play.

[0323] Returning to FIG. 25, the SS match provisional selection screen 320 displays the increase values ​​of various parameters near the status display section 213 and the skill point display section 214. When an SS match is executed, all ability parameters and skill points are increased regardless of the win or loss of the character to be trained. That is, when an SS match is executed, the increase value of the ability parameters and skill points are given as a basic reward. In addition, for the privilege training of the opponent team members, the increase value of the ability parameters is added. That is, the ability parameters that match the privilege training of the opponent team members are increased in value more than the other ability parameters. Note that when an SS match is executed, only the ability parameters that match the privilege training of the opponent team members may be increased. Also, for example, when the character to be trained wins in the SS match, the ability parameters that match the privilege training of the opponent team members may be increased as an additional reward.

[0324] The content of the basic reward is not particularly limited. For example, the basic reward may vary depending on the number of times SS matches have been played or the number of wins, the number of opponents in the current SS match, the number of wins, the win rate, etc. Also, for example, the higher the SS level of the opponent's team members, the higher the basic reward may be.

[0325] In this embodiment, a victory reward is given to the character to be trained in addition to the basic reward. Here, supporter points are given as the victory reward. The SS match provisional selection screen 320 is provided with a point display area 321. The point display area 321 displays the supporter points of the current character to be trained. The point display area 321 also displays the supporter points (here, 1,500) that are given when all opponents are defeated. The victory reward includes the additional reward described above. The supporter points may be given as a basic reward, either separately from or in addition to the victory reward.

[0326] Further, the SS match provisional selection screen 320 displays an opponent information display field 322. An opponent information display field 322 is provided for each opponent. In the example shown in FIG. 25, two team members have been determined as opponents, and two opponent information display fields 322 are displayed. In the opponent information display field 322, a character icon indicating the opponent, a star gauge 225, a bond gauge 224a, and an additional reward to be acquired if the character to be trained wins are displayed.

[0327] Furthermore, the opponent information display field 322 is provided with a win rate icon 322a. A win rate mark corresponding to the win rate is displayed on the win rate icon 322a. For example, four patterns of win rate marks are provided: ◎, ◯, △, and ×. The win rate mark allows the player to understand to some extent the win rate of each opponent. Furthermore, the win rate icon 322a is used as a criterion for determining whether or not to execute an SS match.

[0328] Although not shown in the figure, when an SS match is executed, an individual battle screen is displayed. On the individual battle screen, it is notified whether the character to be trained has won against the opponent. If there are multiple opponents, the individual battle screen is repeatedly displayed multiple times. When all the individual battle screens have been displayed, the rewards acquired by the character to be trained are notified, and the status is updated.

[0329] As described above, in the training main game of this embodiment, various parameters are increased by having the character to be trained perform training including SS matches. As the parameters of the character to be trained increase, the winning rate of the character to be trained in races increases.

[0330] Fig. 27A is a first diagram illustrating a race selection screen 240. When the race operation unit 215g on the top screen 210 is operated, the race selection screen 240 shown in Fig. 27A is displayed. The race has a game nature in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).

[0331] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected by the race selection operation section 241 of the race selection screen 240 are preset for each turn.

[0332] In addition, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a stipulated number of fans as an entry condition. For races in which the stipulated number of fans is not met, the entry conditions are displayed on the race selection operation unit 241 as shown in FIG. 27A, and a notice is given that the race cannot be selected. In addition, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 240.

[0333] FIG. 27B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated with the race event of the race to be participated selected by the race selection operation unit 241, the race start screen 250 shown in FIG. 27B is displayed. A strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.

[0334] Furthermore, a result operation section 253 and a race operation section 254 are displayed at the bottom of the race start screen 250. When the race operation section 254 is operated, a race screen (not shown), that is, a race video, is displayed on the display 26.

[0335] FIG. 27C is a first diagram for explaining the race result screen 260. FIG. 27D is a second diagram for explaining the race result screen 260. When the playback of the race video ends, and when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 27C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Also, as shown in FIG. 27D, the race result screen 260 displays the current class of the characters to be trained.

[0336] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0337] As described above, in this embodiment, races are roughly divided into normal races and special races. As shown by ◎ in FIG. 18, all the special races are set as target races, and the player must enter the character to be trained in the special races at the 41st, 43rd, 65th, and 67th turns. As described above, this scenario has a setting in which the normal races are domestic races and the special races are overseas races, and has a story of aiming to win the overseas races. In order to further enhance the story, the scenario expresses the unique difficulty of overseas races in the game.

[0338] FIG. 28 is a diagram explaining the tasks in the representative friendly matches and special races. In the training main game, the tasks shown in FIG. 28 are provided for the representative friendly matches and special races. Each task is provided with a name (task name). Here, tasks that are generally unique to overseas races are set, such as "unfamiliar turf," "unknown course," "jet lag," "language barrier," "overseas food," "long-distance travel," "feeling like an away game," "extreme tension," and "jinx."

[0339] Each task has a debuff effect that is activated in the target race. A debuff effect is a negative effect that puts the character being trained at a disadvantage in the race. For example, the debuff effect of the task "Unfamiliar Turf" is activated in all representative friendly matches and all special races. When the debuff effect of this task "Unfamiliar Turf" is activated, the turf aptitude of the character being trained becomes "G" and the power parameter is reduced to "-100".

[0340] For example, the debuff effect of the task "Unknown Course" is activated in all representative friendly matches and all special races. When the debuff effect of the task "Unknown Course" is activated, the mid-distance aptitude of the character to be trained becomes "G" and the stamina parameter is reduced to "-100".

[0341] Also, for example, the debuff effect of the task "Jinx" is activated in the second special race and the fourth special race. When the debuff effect of this task "Jinx" is activated, all ability parameters of the character to be trained are reduced to "-100".

[0342] Therefore, for example, in the second special race and the fourth special race, all the tasks shown in Fig. 28 are set, and all the debuff effects are activated, so that the race development of the character to be trained is extremely disadvantageous. In this way, the representative friendly race and the special race are set so that it is difficult for the character to be trained to win due to the activation of the debuff effects.

[0343] However, each task is associated with an overseas aptitude. A character to be trained can acquire overseas aptitude by fulfilling a predetermined acquisition condition. An overseas aptitude is associated with an effect of overcoming a corresponding task. For example, when a character to be trained acquires the overseas aptitude "overseas foreign grass aptitude", the task "unfamiliar grass" is overcome. By overcoming the task "unfamiliar grass", the debuff effect corresponding to the task is not activated. Therefore, the player needs to acquire the necessary overseas aptitude by the turn when the representative friendly match or special race is held.

[0344] FIG. 29 is a diagram for explaining overseas suitability. As shown in FIG. 29, an acquisition condition is set for each overseas suitability, and the character to be trained can acquire the overseas suitability when the acquisition condition is met. For example, the overseas suits "overseas turf suitability" and "Longchamp suitability" are set as an acquisition condition to win two SS matches. Therefore, during the training main game, when the character to be trained wins two SS matches, the overseas suits "overseas turf suitability" and "Longchamp suitability" are simultaneously acquired.

[0345] Here, each overseas aptitude is associated with an aptitude level parameter. In this embodiment, there are three aptitude levels, from "1" to "3." When each overseas aptitude is acquired, the aptitude level is set to "1." In other words, when the acquisition conditions are met, the character to be trained will newly acquire overseas aptitude with an aptitude level of "1."

[0346] Each overseas aptitude is associated with an effect for each aptitude level. For example, the aptitude level "1" of the overseas aptitude "overseas turf aptitude" is associated with the effect that the ability value of "guts" is increased by "+5" when training is successful. Also, for example, the aptitude level "1" of the overseas aptitude "Longchamp aptitude" is associated with the effect that the ability value of "stamina" is increased by "+5" when training is successful.

[0347] Additionally, the suitability level "2" of the overseas suitability "Overseas Western Turf Suitability" is associated with two effects: overcoming challenges and improving turf suitability. The effect of overcoming challenges is to overcome the challenge "unfamiliar turf" that corresponds to the overseas suitability "Overseas Western Turf Suitability". Therefore, when the suitability level 2 of the overseas suitability "Overseas Western Turf Suitability" is acquired, the debuff effect of the challenge "unfamiliar turf" will no longer be activated in the target race.

[0348] In addition, the turf suitability improvement is an effect that applies to characters to be trained whose turf suitability is "B" or lower, and thereafter in the training main game, the turf suitability becomes "A". The turf suitability improvement effect is activated not only in representative friendly matches and special races, but also in regular races. Therefore, in this scenario, for example, even if a character with turf suitability "G" is selected as the character to be trained, the training main game can be progressed in the same way as if a character with turf suitability "A" was selected as the character to be trained.

[0349] This allows the player to train characters that would not normally be suited to this scenario, such as characters with turf suitability set to "G," as characters to be trained.

[0350] However, the effect of increasing the turf aptitude is limited to within the training game. Specifically, in this embodiment, when the training of the character to be trained is completed, the character to be trained in the training game is stored as the training character. The training character inherits the final ability parameters, aptitude parameters, acquired skills, etc., of the various parameters of the character to be trained in the training game.

[0351] However, the effect of acquiring overseas aptitude is limited to within the training game. Therefore, for example, even if the turf aptitude of the character being trained is changed from "G" to "A" by acquiring aptitude level 2 of the overseas aptitude "overseas turf aptitude", the turf aptitude of the trained character will be "G" at the end of the training game.

[0352] Similarly, the aptitude level "2" of the overseas aptitude "Longchamp aptitude" is associated with two effects: overcoming challenges and increasing aptitude for middle distance races. The effect of overcoming challenges is to overcome the challenge "unknown course" that corresponds to the overseas aptitude "Longchamp aptitude". Therefore, when the aptitude level 2 of the overseas aptitude "Longchamp aptitude" is acquired, the debuff effect of the challenge "unknown course" will no longer be activated in the target race.

[0353] Furthermore, the mid-distance aptitude increase is an effect that applies to characters to be trained whose mid-distance aptitude is "B" or lower, and thereafter, in the training main game, the mid-distance aptitude will become "A". The effect of mid-distance aptitude increase is not limited to representative friendly matches and special races, but is also activated in regular races. Therefore, in this scenario, for example, even if a character with a mid-distance aptitude of "G" is selected as the character to be trained, the training main game can be progressed in the same way as if a character with a mid-distance aptitude of "A" was selected as the character to be trained.

[0354] However, this effect of increasing mid-range aptitude is limited to within the training game. Therefore, for example, even if the mid-range aptitude of the character being trained is changed from "G" to "A" by acquiring aptitude level 2 of the overseas aptitude "Longchamp aptitude", the mid-range aptitude of the character being trained will be "G" at the end of the training game.

[0355] In this case, the effect of increasing the aptitude parameters by acquiring aptitude level 2 for overseas aptitude is limited to within the training game. However, when the aptitude parameters increase by acquiring aptitude level 2 for overseas aptitude, the increased aptitude parameters may be carried over to the training character.

[0356] The race results are derived mainly based on the ability parameters, aptitude parameters, and acquired skills. At this time, the calculation is performed so that the higher the ability parameters and aptitude parameters are, and the more skills are acquired, the more advantageous the race results will be. Here, two tasks and overseas aptitudes related to aptitude parameters are provided, and the other tasks and overseas aptitudes are mainly related to ability parameters and the effects of training, as shown in Figures 28 and 29.

[0357] Here, each overseas aptitude corresponds to one challenge, and the effect of overcoming the corresponding challenge is always set to aptitude level "2." Therefore, the character to be trained cannot overcome the challenge by only acquiring the overseas aptitude. As shown in FIG. 29, the aptitude levels "2" and "3" of each overseas aptitude are set with required aptitude points. If the player has already acquired overseas aptitude at aptitude level "1," he or she can spend aptitude points to acquire overseas aptitude at aptitude level "2" or "3."

[0358] Here, it has been stated that the effect of overcoming a challenge is linked to aptitude level "2" for all overseas aptitudes, but this is merely one example. For example, the effect of overcoming a challenge may be linked to aptitude level "1." Furthermore, the aptitude level to which the effect of overcoming a challenge is linked may differ depending on the type of overseas aptitude. Moreover, it has been stated here that all overseas aptitudes correspond to one challenge, but overseas aptitudes that do not correspond to a challenge may be provided. Furthermore, challenges that cannot be overcome by acquiring overseas aptitude may be provided.

[0359] Fig. 30 is a diagram illustrating an overseas aptitude acquisition screen 330. When the overseas aptitude operation unit 215f is operated on the top screen 210, an overseas aptitude acquisition screen 330 shown in Fig. 30 is displayed. The player can acquire overseas aptitude by inputting operations on the overseas aptitude acquisition screen 330.

[0360] The overseas aptitude acquisition screen 330 displays an overseas aptitude icon 331 corresponding to the overseas aptitude. The overseas aptitude icon 331 corresponds to any one of the overseas aptitudes. The overseas aptitude icon 331 displays the currently acquired aptitude level of the corresponding overseas aptitude. However, the overseas aptitude icon 331 corresponding to the overseas aptitude that has not been acquired displays "Not Acquired" and is displayed grayed out as shown by the cross-hatching in the figure.

[0361] When the player performs an operational input on the overseas aptitude icon 331, the overseas aptitude corresponding to the overseas aptitude icon 331 for which the operational input has been performed is selected. An effect display field 332 is provided at the bottom of the overseas aptitude acquisition screen 330. In the effect display field 332, the effects brought about by the selected overseas aptitude are displayed for each aptitude level. In the effect display field 332, a selected aptitude level display section 332a, a left button 332L, and a right button 332R are provided.

[0362] The selected aptitude level display section 332a displays the aptitude level currently selected by the player. When the left button 332L is operated, the selected aptitude level is incremented by "-1," and when the right button 332R is operated, the selected aptitude level is incremented by "+1." In other words, the player can change the selected aptitude level within the range of "1" to "3" by operating the left button 332L or the right button 332R.

[0363] The overseas aptitude acquisition screen 330 is provided with an owned aptitude points display field 334 and a consumption point display field 335. The owned aptitude points display field 334 displays the aptitude points currently owned by the character to be trained. The consumption point display field 335 displays the aptitude points required to acquire the overseas aptitude of the selected aptitude level in the selected state.

[0364] In the example shown in Fig. 30, aptitude level "2" of the overseas aptitude "aptitude for overseas foreign grass" has already been acquired. In this way, when the acquired aptitude level is displayed in the selected aptitude level display section 332a, "0" is displayed in the consumed points display column 335. In addition, in the effect display column 332, the column displaying the effects of unacquired aptitude levels displays the aptitude points required to acquire the overseas aptitude of that aptitude level.

[0365] In the example shown in FIG. 30, for example, assume that the player operates the right button 332R and the selected aptitude level is updated to "3." In this case, 250 points is displayed in the consumed points display field 335. In this state, when the decision operation unit 336 provided at the bottom of the overseas aptitude acquisition screen 330 is operated, the character to be trained acquires the aptitude level "3" of the overseas aptitude "aptitude for overseas foreign grass."

[0366] Even if the aptitude level cannot be increased, for example, when the character to be trained does not have enough aptitude points, the aptitude level displayed in the selected aptitude level display section 332a may be increased by operating the right button 332R. In this case, however, the decision operation section 336 may be set to be unable to accept the operation, or, even if the operation is accepted, a pop-up such as "Conditions not met" may be displayed. In any case, if the aptitude level cannot be increased, it is only necessary to configure it so that it is not possible to acquire overseas aptitude by consuming aptitude points.

[0367] Also, an acquisition condition button 337 and an effect button 338 are provided in the middle of the overseas aptitude acquisition screen 330. When the acquisition condition button 337 is operated, an acquisition condition list dialogue 340 shown in Fig. 31 is displayed. When the effect button 338 is operated, an effect list dialogue 350 shown in Fig. 32 is displayed.

[0368] FIG. 31 is a diagram illustrating the acquisition conditions list dialog 340. In the acquisition conditions list dialog 340, a plurality of overseas aptitude display fields 341 corresponding to any one of the overseas aptitudes are displayed. In the overseas aptitude display field 341, the acquisition conditions necessary to acquire overseas aptitude of aptitude level "1" are displayed in text. In addition, the degree of achievement of the acquisition conditions is visually displayed, and "Acquired" is displayed in the overseas aptitude display field 341 corresponding to the overseas aptitude that has been acquired. In addition, a close operation unit 342 is provided at the bottom of the acquisition conditions list dialog 340. When the close operation unit 342 is operated, the acquisition conditions list dialog 340 is hidden, and the overseas aptitude acquisition screen 330 is displayed.

[0369] 32 is a diagram illustrating an effect list dialog 350. The effect list dialog 350 displays a list of effects that are granted by acquiring overseas aptitude. The effect list dialog 350 is provided with a task overcoming status display field 351. The task overcoming status display field 351 displays a list of tasks set for the representative friendly race and special race. In addition, the task overcoming status display field 351 displays in a identifiable manner whether each task has been overcome or not.

[0370] The effect list dialog 350 also has a race effect display field 352 and a training effect display field 353. The race effect display field 352 displays a list of all effects that are activated in races based on the acquired overseas aptitude. The training effect display field 353 displays a list of all effects that are activated in training, including SS matches, based on the acquired overseas aptitude. A close operation unit 354 is provided at the bottom of the effect list dialog 350. When the close operation unit 354 is operated, the effect list dialog 350 is hidden and the overseas aptitude acquisition screen 330 is displayed.

[0371] As described above, the training game of this embodiment requires the acquisition of SS match and overseas aptitude at the optimal timing, and high strategy is required. In addition, since the player can select the overseas aptitude to be acquired depending on the character to be trained and the training policy, it is easy to train any character, and the player can train a character according to his / her own training policy. Below, the above SS match will be supplemented while explaining the processing at the start of the turn.

[0372] FIG. 33 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, a general flow of the turn start processing will be described. Note that the turn start processing described below is executed at turns other than the race-limited turns, that is, at turns where training can be selected.

[0373] 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.

[0374] 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.

[0375] 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.

[0376] 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.

[0377] 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.

[0378] 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.

[0379] 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.

[0380] 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.

[0381] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage process, but may be a support event associated with a support card selected by lottery from among all support cards implemented in the game. However, the selection probability of a support event associated with a support card registered in the deck is higher than the selection probability of a support card event associated with a support card not registered in the deck.

[0382] 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.

[0383] 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.

[0384] 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.

[0385] 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.

[0386] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining a dedicated event. Here, illustration and description of the process for determining a scenario event and the process for determining a dedicated event are omitted. The turn start processing includes the processes shown in FIG. 33, "process for determining whether or not a first event occurs", "process for determining SS match information", "process for determining whether or not a character is placed and the training items to be placed", "process for setting a state in which friendship training can occur", "process for determining an increase value of an ability parameter", "process for determining a training failure rate", and "process for setting a state in which a second event can occur". In addition to these, various other processes are executed in the turn start processing, but here, the processes shown in FIG. 33 will be described in order.

[0387] <Process to determine whether the first event has occurred> In the process of determining the occurrence of the first event, the first event to be generated is determined by lottery from among the support events associated with all support cards provided by the operator. At this time, the winning probability of the support event associated with the support card registered in the deck by the player in the preparation stage process is set high.

[0388] <Process of determining SS match information> At the start of the turn, SS match information is determined. The SS match information is various information regarding the SS match. In the process of determining the SS match information, first, at the start of the turn, all team members whose SS parameters have reached the upper limit are extracted. At this time, if the number of extracted team members is 5 or less, all the extracted team members are associated with the training item "SS match".

[0389] On the other hand, if the number of extracted team members is 6 or more, 5 team members to be associated with the training item "SS match" are determined from the extracted team members. Here, the determined 5 team members are associated with "SS match". As described above, whether the SS parameter has reached the upper limit may be checked for each team member in order, and the process may end when 5 team members whose SS parameter has reached the upper limit are extracted.

[0390] <Process of determining the presence or absence of character placement and the training item to be placed> Once the SS match information is determined, the characters to be placed in the race or training item are then determined. Here, the characters to be placed in the race are first determined by lottery. As described above, the characters (team members) linked to the "SS match" are excluded from the process of determining the characters to be placed in the race. Once it is determined whether or not a character will be placed in the "SS match" and the "race", it is then determined whether or not each character will be placed in a training item. The process of determining the training item in which a character will be placed is executed for all characters to be processed, regardless of whether or not the character is placed in the "SS match" and the "race". However, characters placed in the "SS match" or the "race" may not be placed in training items other than the "SS match".

[0391] 34 is a diagram for explaining the allocation ratio for training items. An arrangement determination table is stored in the player terminal 1 and the server 1000, and the training items in which the characters are to be allocated are determined based on the arrangement determination table. In this embodiment, the training items in which the characters are to be allocated are determined for all support characters, scenario link characters, story characters, and other team members based on the character identification information.

[0392] Here, the placement determination table is provided for each character identification information, and the placement ratio for each training item is different for each placement determination table. Specifically, according to the placement determination table for support characters and scenario link characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed", "stamina", "power", "tenacity", and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and scenario link characters is used when the character for which the placement is to be determined is set as a support character and also as a scenario link character.

[0393] According to the scenario link character placement decision table, the decision not to place the character in any training is set at 20%, while the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This scenario link character placement decision table is used when the target character is not set as a support character, but as a scenario link character.

[0394] According to the placement decision table for support characters, the decision to place the character in no training is set at 30%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% each. This placement decision table for support characters is used when the target character is set as a support character and is not set as a scenario link character.

[0395] According to the placement decision table for other characters, the decision to place the character in no training is set at 50%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 10%. The placement decision table for other characters is used when the target character is not set as either a support character or a scenario link character. The placement decision table for other characters may be used, for example, when the target character is a story character.

[0396] As described above, a favorite training is set for a support card (support character). If the target character is a support character, a change may be made based on the arrangement determination table shown in FIG. 34 so that the selection probability of the favorite training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) such that the arrangement probability for a predetermined training item is increased. A change is made to a support character to which such an effect is linked so that the arrangement probability for a predetermined training item is increased.

[0397] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5".

[0398] Note that, as described above, the training items for associating characters are determined for each character. At this time, the order of the characters for determining the training items is arbitrary. And, for example, if the placement of the placement characters has already been determined for the training items where the placement of the characters is determined, and the placement upper limit number has been reached, it may be determined that the character will not be placed in any training item. Alternatively, for the training items that have already reached the placement upper limit number, they may be excluded from the lottery target, and the placement probability of other training items may be changed.

[0399] However, the placement upper limit number is not essential, and the placement characters may be placed in the training items according to the lottery result. Also, the method for determining the training items for placing characters is not particularly limited.

[0400] As described above, when the placement characters are determined, the placement characters are associated with each training item. And the placement information in which the training items and the placement characters are associated is stored in the player terminal 1 and the server 1000.

[0401] <SSS Match Activation Lottery> Returning to FIG. 33, when the placement of each character in the training items is determined, next, the SSS Match Activation Lottery is executed. In this embodiment, an SSS match positioned above the SS match is provided. Specifically, when the activation condition of the SSS match is satisfied, the SS match is upgraded to the SSS match. The activation condition of the SSS match includes winning the SSS Match Activation Lottery. However, the SSS Match Activation Lottery is provided with an execution condition, and the SSS Match Activation Lottery is executed only when the execution condition is satisfied.

[0402] Here, the conditions for executing the SSS match activation lottery include five team members being linked to the SS match for the first time after the start of the training game or after the last SS match (SSS match) is executed. Therefore, the SSS match activation lottery can be executed only if five team members are linked to the SS match in the current turn.

[0403] However, for example, in a turn where the SSS match activation lottery is not won, the SS match may not be executed. In this case, the five team members are still linked to the SS match in the next turn. However, in this case, the SSS match activation lottery has already been executed after the previous SS match was executed or after the training game started. Therefore, in this case, the execution condition of the SSS match activation lottery is not met. If the execution condition of the SSS match activation lottery is not met, the win rate is determined for each team member. At this time, the win rate of the team members is determined based on the evaluation points of the character to be trained and the team members.

[0404] On the other hand, if the conditions for the SSS Match Lottery are met, the SSS Match Lottery will be held. If the SSS Match Lottery is not won, the win rate for each team member will be determined as above. If the SSS Match Lottery is won, the win rate for all team members will be determined to be 100%.

[0405] Fig. 35 is a diagram for explaining the SSS match activation lottery. As shown in Fig. 35, if the number of wins of the training target character in the SS match is 3 or less after the SSS match is activated (or after the training game starts), the winning probability of the SSS match activation lottery is set to 10%. Also, if the number of wins of the training target character in the SS match is 4 to 7 after the SSS match is activated (or after the training game starts), the winning probability of the SSS match activation lottery is set to 40%, and if the number of wins is 8 or more, the winning probability is set to 100%.

[0406] In addition, in Fig. 35, the number of wins of the training target character in SS matches after the occurrence of an SSS match is reset when the SSS match is triggered. Therefore, the number of wins in SS matches in Fig. 35 can be said to be the number of wins in SS matches since the last occurrence of an SSS match.

[0407] When the SS match is promoted to an SSS match, for example, an effect is superimposed on the training operation section 215b on the top screen 210 and the SS match operation section 221f on the training screen 220. In this way, the top screen 210 and the training screen 220 indicate that the SS match has been promoted to an SSS match. When an SSS match is executed, the character to be trained always wins against all team members. Furthermore, when an SSS match is executed, the increase in the ability parameters of the character to be trained and the reward given to the character to be trained are greater than when an SS match is executed.

[0408] The winning probability of the SSS match activation lottery is merely an example. For example, the winning probability may always be constant. In addition, the benefits added when the SSS match is executed are not particularly limited. Furthermore, the SSS match is not required.

[0409] <Process to set the state in which friendship training can occur> Returning to FIG. 33, once the placement information is determined as described above, a state in which friendship training can occur is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training can occur state are met for the extracted support character. As described above, here, the setting conditions for the friendship training can occur state are set such that the training item in which the support character is placed is a speciality training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.

[0410] The friendship training occurrence possible information is then linked to the support characters that satisfy the setting conditions for the friendship training occurrence possible state. The friendship training occurrence possible information is also linked to the training item in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are placed. This sets the friendship training occurrence possible state.

[0411] <Process to determine the increase in ability parameters> In a turn in which training can be performed, the increase in ability parameters upon successful training is determined for each training item.

[0412] FIG. 36 is a diagram for explaining the training levels. As shown in FIG. 36, the training level increases according to the number of times each training item is successful. Specifically, a training level is provided for each of five training items: speed, stamina, power, tenacity, and wisdom. For example, if the number of times the "speed" training is successful is 0 to 4, the speed training level is "1." And, the more times the "speed" training is successful, the higher the speed training level increases as shown in the figure.

[0413] In this embodiment, the training level is increased according to the number of times the training is successful, but the training level may be increased according to the number of times the training is performed. Furthermore, the parameters for increasing the training level are not limited to the number of times the training is successful or the number of times the training is performed.

[0414] 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.

[0415] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0416] Stamina training is also performed, and if successful, the values ​​of the stamina and tenacity ability parameters are increased.

[0417] Additionally, power training is performed, and if successful, the values ​​of the stamina and power ability parameters are increased.

[0418] Furthermore, guts training is performed, and if successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0419] Additionally, intelligence training is performed, and if successful, the values ​​of the speed and intelligence ability parameters are increased.

[0420] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a bonus addition value to a fixed increase value that is determined corresponding to the training item and training level performed, and then adding the result to the fixed increase value.

[0421] Fig. 37A is a diagram for explaining a fixed increase value (speed) table. Also, Fig. 37B is a diagram for explaining a fixed increase value table (power). That is, Fig. 37A shows a fixed increase value when the training item is speed. Also, Fig. 37B shows a fixed increase value when the training item is power.

[0422] As shown in Figures 37A and 37B, 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 37A and 37B, the higher the training level, the greater the increase in ability parameter.

[0423] Although not described here, there are also provided fixed increase value tables for the training items stamina, tenacity, and wisdom selected.

[0424] In addition, in this embodiment, many conditions for adding ability parameters are provided. An example of the condition for adding is that a character is placed. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be developed. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0425] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Moreover, the friendship bonus addition rate is calculated for each character placed in the training item.

[0426] For example, suppose that the friendship bonus addition rate is 20% and three characters with a friendship bonus possible state are placed in the same training item. In this case, the friendship bonus addition rate is 60%. In this way, the increase in ability parameters increases as the friendship bonus addition rate is multiplied.

[0427] <Process to determine training failure rate> Returning to FIG. 33, in turns where training can be performed, the failure rate of training is determined for each training item.

[0428] <Processing to set the second event occurrence state> For the support characters arranged in any of the training items, a state in which a second event can occur is set. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) arranged in each training item.

[0429] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. When a player selects a training item in which a support character is placed in which a second event can be set, the second event occurs after the training item is executed.

[0430] In addition, a second event may be set to occur in each of a plurality of support characters arranged in one training item. In this case, only one of the second events for which a possible occurrence state is set may be executed when the training is performed. Also, all of the second events for which a possible occurrence state is set may be executed.

[0431] As described above, in the training main game, the player can increase the ability parameters of the character to be trained as the turns proceed. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0432] 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.

[0433] Furthermore, when the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, and the like at the time of the end of the training game. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time of the end of the training game.

[0434] 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.

[0435] Fig. 38A is a first diagram illustrating the training completion screen 360. Fig. 38B is a second diagram illustrating the training completion screen 360. Fig. 38C is a third diagram illustrating the training completion screen 360. When the training game ends, as shown in Fig. 38A, the training completion screen 360 is displayed on the display 26. On the training completion screen 360, first, the training rank of the trained character is displayed, and then, as shown in Fig. 38B, an evaluation point is displayed.

[0436] 38C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 360. At this time, a close operation unit 331 is provided on the training completion screen 360. When the close operation unit 331 is tapped, the training completion screen 360 is hidden, and the home screen 100 is displayed on the display 26.

[0437] When the training game ends, a lottery is held for the factors acquired by the training character, and the factor information is linked to the training character and stored. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 360. The lottery for the factors is held according to preset conditions for each factor type. The probability of acquiring the factor, etc. is set based on the result of the training game.

[0438] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0439] (Functional configuration of player terminal 1) 39 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.

[0440] 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. 39 are just examples, and the terminal-side game control program includes many other programs.

[0441] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, the data storage area 12b is provided with many other storage units. Here, information directly related to the game, such as the training game (hereinafter referred to as game information) is stored in the game information storage unit 751. In addition, various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training character trained in the training game is stored in the game information storage unit 751. In addition, all information other than the game information, such as information about the player or other players, setting information of the player terminal 1, etc., is considered to be player information. The player information is stored in the player information storage unit 750.

[0442] 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.

[0443] 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.

[0444] 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.

[0445] 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.

[0446] 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.

[0447] (Functional configuration of server 1000) 40 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.

[0448] 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. 40 are just examples, and the server-side game control program includes many other programs.

[0449] 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.

[0450] 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.

[0451] 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.

[0452] 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.

[0453] The training game execution unit 1101a executes all processing related to the training game.

[0454] 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.

[0455] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific processing contents and the range of player information they store are different. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0456] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0457] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 41 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the training game. In the following explanation, the processing in the player terminal 1 is indicated as Pn (n is an arbitrary integer), and the processing in the server 1000 is indicated as Sn (n is an arbitrary integer).

[0458] 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).

[0459] 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.

[0460] When a training game start operation is input in the player terminal 1 to start the training game, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0461] 42 is a flowchart explaining the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game executing unit 701a displays a scenario selection screen and provisionally registers a scenario ID based on the operation input of the player.

[0462] Next, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the operation input of the player.

[0463] Specifically, when a display switching operation for switching the display of the screen is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation of the character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays the character detail screen 160. Also, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays the character strengthening screen 165. Also, when a selection operation (operation of the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0464] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game executing unit 701a provisionally registers the provisionally stored character as a character to be trained. Furthermore, the training game executing unit 701a acquires information on a representative character extracted according to a predetermined extraction condition, such as a representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0465] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Also, when a selection operation (operation of the training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input has been performed as an inheritance character, and switches the display screen.

[0466] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .

[0467] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation of the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0468] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.

[0469] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, the training game executing unit 701a switches the display screen of the display 26 when a display switching operation for switching the display screen is input.

[0470] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game executing unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input has been performed, and switches the display screen.

[0471] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game executing unit 701a executes a preparation stage completion process (P6-6). Here, the training game executing unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and transmits confirmation information to the server 1000 if the game points are equal to or greater than the predetermined value.

[0472] The confirmation information includes information for identifying the provisionally registered character to be trained, the inherited character, and the support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, the inherited character, and the support card.

[0473] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a registers the provisionally registered scenario ID and the character to be trained. In addition, the training game executing unit 701a registers the training character provisionally stored as the inherited character and the provisionally stored support card in the deck. In addition, if the scenario selected in P6-1 is an existing scenario, the training game executing unit 701a sets a goal based on the scenario ID and the character ID of the character to be trained. In addition, for example, if the scenario selected in P6-1 is a new scenario, the training game executing unit 701a sets a goal based on the scenario ID. This ends the preparation stage completion process, and the training main game is started. The goal in the training main game is set.

[0474] 43 is a flowchart for explaining the preparation stage process (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the characters owned, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0475] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). In S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0476] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of the player, that is, if the training character that the player himself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0477] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on the day is less than three times (S6-8).

[0478] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a judges whether the player has 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is judged whether the formation condition is satisfied. If the player has 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0479] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and the organizational conditions for using the representative character of another player are satisfied, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it.

[0480] The training game executing unit 1101a also registers characters to be trained (S6-14). The training game executing unit 1101a also executes a team member registration process (S6-15). Here, as described above, the training game executing unit 1101a determines the scenario link characters, support characters, and other target characters as team members. The training game executing unit 1101a also links the determined team members to member IDs. Furthermore, the training game executing unit 1101a sets initial values ​​of various statuses, such as ability parameters, for each team member based on the member ID.

[0481] Next, the training game executing unit 1101a executes an additional reward determination process (S6-16). Here, the training game executing unit 1101a determines three additional rewards for each team member. As described above, three additional rewards are set in advance for the member ID associated with the team member. Here, the three additional rewards are determined for each team member based on the member ID. Note that an additional reward ID is provided for the additional reward, and here, the three additional reward IDs and information indicating the order of awarding are associated with each team member.

[0482] If the character to be trained is a scenario link character, the additional reward that would normally be assigned to the scenario link character is assigned to the character with the smallest member ID, excluding the scenario link character.Then, the training game executing unit 1101a saves the information determined in S6-14 to S6-16 above as game information received by the player terminal 1 (S6-17).The received game information is stored in the player terminal 1, and training stage processing is started.

[0483] On the other hand, if there is an abnormality in any of the character to be trained, the inherited character, and the support card, or if the organizational conditions for using the representative character of another player are not met, the training game executing unit 1101a sets disapproval information (S6-18) and causes the player terminal 1 to receive it. When disapproval information is received, the final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0484] Returning to FIG. 41, when the preparation stage process (P6, S6) is completed, the training game executing unit 701a executes the training stage process (P7) in the player terminal 1. During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1.

[0485] In the following, a description will be given of the training stage process (P7) executed in the player terminal 1 and the training stage process (S7) executed in the server 1000. However, in order to facilitate understanding, the process in the player terminal 1 and the process in the server 1000 will be described in an appropriately reversed order.

[0486] 44 is a flowchart explaining the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing or presentation related to the current turn is completed.

[0487] 45 is a flowchart explaining the turn start processing in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0488] The training game executing unit 1101a also executes an event occurrence determination process (S10-4). Here, the training game executing unit 1101a determines which events, such as a scenario event, a dedicated event, and a first event, should occur in the current turn.

[0489] Furthermore, if the current turn is not a race-limited turn (NO in S10-5), the training game executing unit 1101a executes an SS match information determination process (S11).

[0490] FIG. 46 is a flowchart for explaining the SS match information determination process in the server 1000. The training game executing unit 1101a extracts all team members whose SS parameters have reached the upper limit (S11-1). Next, the training game executing unit 1101a determines whether one or more team members have been extracted in S11-1 (S11-2). If no team members have been extracted (NO in S11-2), the training game executing unit 1101a ends the SS match information determination process. Also, if six or more team members have been extracted in S11-1 (YES in S11-3), the training game executing unit 1101a determines five team members by lottery from the extracted team members (S11-4). Then, the training game executing unit 1101a links the extracted team members to the training item "SS match" (S11-5).

[0491] Returning to FIG. 45, the training game executing unit 1101a executes a placement character determination process (S10-6). Here, the training game executing unit 1101a determines whether or not to place a race for the remaining team members, excluding the team members linked to the "SS Match" in S11. In addition, the training game executing unit 1101a determines by lottery whether or not to place and the training items to be placed, based on the placement presence / absence table (FIG. 34). At this time, when the race and training items to be placed are determined, the training game executing unit 1101a associates a character with the determined race and training item and stores them.

[0492] Next, the training game executing unit 1101a executes an SSS match activation lottery process (S12).

[0493] 47 is a flow chart for explaining the SSS match activation lottery process in the server. If the number of team members associated with the "SS match" in the SS match information determination process is not five (NO in S12-1), the training game execution unit 1101a determines the winning percentage for each of the opponent team members (S12-3). Here, the training game execution unit 1101a determines the winning percentage for each of the opponent team members based on the evaluation points of the character to be trained and all team members associated with the "SS match" and the physical strength of the character to be trained.

[0494] On the other hand, if there are five team members linked to the "SS Match" (YES in S12-1), the training game executing unit 1101a determines whether the SSS Match standby flag is off (S12-4). The SSS Match standby flag is turned on when the SSS Match activation lottery is won and it is decided that an SSS Match will be activated. Therefore, in S12-4, it is determined that the SSS Match standby flag is on when it is decided that an SSS Match will be activated before the current turn, but the SSS Match has not yet been executed.

[0495] If the SSS match waiting flag is off (YES in S12-4), the training game execution unit 1101a determines whether the activation lottery has been executed flag is off (S12-5). The SSS match activation lottery is executed only when the number of team members linked to the "SS match" reaches five for the first time after the SSS match is activated. The activation lottery has been executed flag is turned on when the SSS match activation lottery is executed. In other words, the on state of the activation lottery execution flag indicates that the SSS match activation lottery has already been executed once after the last SSS match was activated.

[0496] If the activation lottery execution flag is not off (NO in S12-5), the training game execution unit 1101a transfers the process to S12-3. If the activation lottery execution flag is off (YES in S12-5), the training game execution unit 1101a executes an SSS match activation lottery (S12-6). Here, the winning probability is set based on the number of SS match wins since the last SSS match was activated. In addition, the training game execution unit 1101a turns on the activation lottery execution flag (S12-7).

[0497] If the SSS match is determined to be initiated by the SSS match initiation lottery in S12-6 (YES in S12-8), the training game executing unit 1101a turns on the SSS match standby flag (S12-9). Also, if the SSS match standby flag is determined to be on in S12-5 (NO in S12-4) or if the SSS match is determined to be initiated (YES in S12-8), the training game executing unit 1101a determines the win rate of all team members associated with the "SS match" to be 100% (S12-10).

[0498] If the SSS match activation lottery does not determine that an SSS match will be activated (NO in S12-8), the training game executing unit 1101a moves the process to S12-3.

[0499] Returning to FIG. 45, the training game executing unit 1101a executes a friendship training setting process (S10-7). Here, the "process for setting a friendship training possible state" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a extracts a support character placed in any of the training items. Then, it is determined whether each of the extracted support characters satisfies the setting conditions for the friendship training possible state. The training game executing unit 1101a links friendship training occurrence information to a support character that satisfies the setting conditions for the friendship training possible state. In addition, friendship training occurrence possible information is also linked to a training item in which a support character that satisfies the setting conditions for the friendship training possible state is placed.

[0500] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-8). Here, the "process for determining an increase value of an ability parameter" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a selects one of the five training items as the processing target. The training game executing unit 1101a obtains the training level of the ability parameter to be processed and determines a fixed increase value.

[0501] The training game executing unit 1101a also acquires the placement information of the placed characters and determines the added value. The training game executing unit 1101a also determines whether or not other addition conditions, such as the utility of the currently activated expectation bonus or the effect of overseas aptitude, are met, and determines the final increase value of the training item to be processed based on the met addition condition. The final increase value of the ability parameter is determined for each training item. Although a detailed explanation is omitted, the ability parameter determination process determines the amount of stamina consumed or the amount of stamina recovered when each training item is executed.

[0502] In addition, the training game executing unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be trained (S10-9). Here, the failure rate is calculated based on the currently activated utility of the expectation bonus or the effect of overseas aptitude, etc.

[0503] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-10). Here, the "process for setting the occurrence possible state of the second event" described with reference to FIG. 33 is executed. That is, the training game executing unit 1101a determines by lottery whether or not a support event set in advance on a support card linked to a training item will be executed. Then, the training game executing unit 1101a stores the information determined by each of the above processes as game information received by the player terminal 1 (S10-11).

[0504] Returning to FIG. 44, after the turn start processing ends, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a updates the skill information, such as skill acquisition information (S7-3). Here, the acquisition information is linked to the acquired skill. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the training game executing unit 1101a causes the player terminal 1 to receive the updated skill information.

[0505] Furthermore, after the turn start processing is completed, when an overseas aptitude acquisition command indicating the acquisition of any overseas aptitude (aptitude level "2" or higher) is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes the overseas aptitude acquisition processing (S7-5). Here, the overseas aptitude acquisition information is updated. Specifically, the acquisition information is linked to the aptitude level of the acquired overseas aptitude. Here, the training game executing unit 1101a also subtracts the aptitude points required to acquire the overseas aptitude from the currently owned aptitude points. Here, the training game executing unit 1101a also causes the player terminal 1 to receive the updated overseas aptitude information. Then, the training game executing unit 1101a waits until it receives a selection command (information corresponding to the command selected by the player) from the player terminal 1 (NO in S7-6).

[0506] FIG. 48 is a flowchart for explaining the training stage process in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, when the game information is received (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set a command selectable by the player based on the current number of turns. Note that here, if one or more team members are linked to the SS match, the training game executing unit 701a activates the training item "SS match". On the other hand, if no team members are linked to the SS match, the training game executing unit 701a deactivates the training item "SS match".

[0507] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, and the like based on the received game information. Specifically, the training game executing unit 701a displays the arranged character icon 224 and the star gauge 225 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays an effect on the operation unit corresponding to the training item set to a friendship training occurrence possible state and on the training operation unit 215b of the top screen 210. Furthermore, when the SSS match can be triggered, the training game executing unit 701a displays an effect on the training operation unit 215b of the top screen 210 and the SS match operation unit 221f of the training screen 220.

[0508] Also, when the skill operation unit 215c is operated (YES in P7-4), the training game execution unit 701a executes a skill screen display process (P7-5). Here, a skill screen for acquiring a skill is displayed. Also, while the skill screen is displayed, a process is executed to cause the character to acquire a skill based on the player's operation input.

[0509] When an overseas aptitude-related operation unit related to the acquisition of overseas aptitude is operated (YES in P7-6), the training game execution unit 701a executes an overseas aptitude-related process (P10). The overseas aptitude-related operation unit includes, for example, the overseas aptitude operation unit 215f, the overseas aptitude icon 331, the left button 332L, the right button 332R, the decision operation unit 336, the acquisition condition button 337, and the effect button 338.

[0510] FIG. 49 is a flowchart for explaining the overseas aptitude-related processing in the player terminal 1. When an operation to acquire overseas aptitude (aptitude level "2" or higher) is input on the overseas aptitude acquisition screen 330, that is, an operation to the decision operation unit 336 is input (YES in P10-1), the training game executing unit 701a updates the acquisition information of the acquired overseas aptitude (P10-2). Here, the training game executing unit 701a also updates the task overcoming information indicating the overcoming status of the tasks set in the special race. From the task overcoming information, it is possible to identify whether each task has been overcame or not. Furthermore, the training game executing unit 701a activates the effect linked to the overseas aptitude acquired in P10-2 (P10-3).

[0511] The training game executing unit 701a also displays an acquisition effect image suggesting the acquisition of overseas aptitude (P10-4), and transmits an overseas aptitude acquisition command to the server 1000 (P10-5). The overseas aptitude acquisition command transmitted at this time is configured to enable identification of the type of overseas aptitude, the acquired aptitude level, and the task overcoming information. In this way, the overseas aptitude acquisition information and the task overcoming information are shared between the server 1000 and the player terminal 1 that have received the overseas aptitude acquisition command. Furthermore, if an operation other than the acquisition operation is input to the overseas aptitude-related operation unit (NO in P10-1), the training game executing unit 701a switches the screen of the display 26 (P10-6).

[0512] Returning to Fig. 48, the training game executing unit 701a switches the display screen of the display 26 based on the operation input by the player until a turn end operation is input (NO at P7-7). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215a, the infirmary operation unit 215d, the outing operation unit 215e, the speed operation unit 221a, the stamina operation unit 221b, the power operation unit 221c, the tenacity operation unit 221d, the intelligence operation unit 221e, the SS match operation unit 221f, an operation to decide the race type of the race, and the like.

[0513] When the turn end operation is input (YES in P7-7), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-8). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-9).

[0514] Returning to FIG. 44, when a selection command is received from the player terminal 1 (YES in S7-6), the training game executing unit 1101a executes a selection command receiving process (S20).

[0515] 50 is a flowchart for explaining the selection command reception process in the server 1000. When a selection command indicating an operation input of the going out operation unit 215e is received (YES in S20-1), the training game execution unit 1101a performs the going out execution process (S20-2). Here, a going out event that increases the parameters of physical strength and condition is determined. In addition, the parameters of physical strength and condition are updated based on the determined going out event.

[0516] When a selection command indicating an operation input of the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. In addition, the physical strength parameter is updated based on the determined rest event.

[0517] When a selection command indicating an operation input of the infirmary operation unit 215d is received (YES in S20-5), the training game execution unit 1101a performs an infirmary execution process (S20-6). Here, an event or the like that will eliminate the negative parameters is determined. In addition, the parameters are updated based on the determined event.

[0518] When a selection command indicating an operation input to start a race is received (YES in S20-7), the training game executing unit 1101a performs a race execution process (S21).

[0519] 51 is a flowchart for explaining the race execution process in the server 1000. The training game execution unit 1101a acquires parameters of all characters participating in the race, including characters to be trained and NPCs (S21-1). Here, the training game execution unit 1101a acquires parameters used in deriving the race results, such as ability parameters, aptitude parameters, and acquired skills, for all characters participating in the race.

[0520] Next, when the race to be executed is a special race, the training game executing unit 1101a extracts unsolved challenges from among the challenges set for the race based on the challenge solving information (S21-2). Then, the training game executing unit 1101a applies the debuff effect set for the challenge extracted in S21-2 (S21-3).

[0521] For example, if the task "unfamiliar grass" is not overcome, the grass aptitude of the character to be trained is changed to "G." Also, for example, if the task "overseas meals" is not overcome, all ability parameters of the character to be trained are set to "-100." In this way, here, the ability parameters and aptitude parameters of the character to be trained are updated to be disadvantageous for each extracted unsolved task.

[0522] The training game executing unit 1101a also acquires the acquired overseas aptitude (S21-4). Next, the training game executing unit 1101a imparts the effect of the overseas aptitude acquired in S21-4 (S21-5). For example, if overseas aptitude has been acquired that is linked to an effect of increasing ability parameters such as power, stamina, etc. by "+200", a process is executed to add the ability parameters of the character to be trained acquired in S21-1. Note that the ability parameters, etc. that have increased due to the activation of the effect of the overseas aptitude can be confirmed on the race entry screen, race screen, etc.

[0523] Then, the training game executing unit 1101a executes a simulation of a race based on the various parameters acquired in S21-1 and the various parameters updated in S21-3 and S21-5 (S21-6).

[0524] Each race is divided into a number of phases from start to finish. In the race simulation, various parameters of the participating characters are input into a calculation formula provided for each phase, and calculations are performed.

[0525] Although the specific calculation formula is not particularly limited, the value of the ability parameter is input to the calculation formula for each phase and directly affects the calculated speed, stamina, etc. Also, for example, the aptitude parameter may be used as a correction coefficient input to the calculation formula. Specifically, as described above, the aptitude parameter has seven stages, A to G, as initial values. Also, for example, the aptitude parameter may increase to "S", which is more advantageous than "A", during the training game. In this case, the aptitude parameter used in the race simulation will have eight stages, S to G.

[0526] In the race simulation, the aptitude parameters of the character to be trained that correspond to the race are used. For example, if the race track is "turf", the aptitude parameters for "turf" are used from among the aptitude parameters for track suitability, and if the race track is "dirt", the aptitude parameters for "dirt" are used from among the aptitude parameters for track suitability.

[0527] Furthermore, when the race distance is "short distance", the aptitude parameters for "short distance" are used. Similarly, when the race distance is "mile", "medium distance", or "long distance", the aptitude parameters for "mile", "medium distance", or "long distance" are used.

[0528] In addition, in a given phase, the calculation formula for calculating the speed includes a formula for multiplying a correction coefficient. In this case, if the turf suitability is "S", a correction coefficient of 105% is applied, and if the course suitability is "A", a correction coefficient of 100% is applied. Furthermore, if the course suitability is "G", a correction coefficient of 10% is applied. According to this calculation formula, the suitability parameters are used as parameters for calculating the speed.

[0529] Also, for example, the aptitude parameter may be used to correct the ability parameter. For example, before the calculation for each phase is performed, the ability parameter is corrected by the aptitude parameter. In this case, for example, if the aptitude parameter is "S", the predetermined ability parameter is multiplied by 1.10, and if the aptitude parameter is "G", the predetermined ability parameter is multiplied by 0.7. Then, the ability parameter corrected by the aptitude parameter is input to the calculation formula, and the simulation is performed. In this way, the aptitude parameter may be used as a parameter for correcting the ability parameter.

[0530] As described above, the character to be trained is provided with turf suitability, dirt suitability, and distance suitability. Furthermore, distance suitability is set according to the distance of short distance, mile, middle distance, and long distance. In the simulation, the result of the race is derived based on the ability parameter and the suitability parameter set as the parameter to be used in deriving the result of the race among the multiple suitability parameters linked to the character to be trained.

[0531] The training game executing unit 1101a stores the results of the race simulated in S21-6 (S21-7). If the executed race is a goal race (YES in S21-8), the training game executing unit 1101a determines whether the goal has been achieved (S21-9). Here, the goal is set to, for example, that the character to be trained wins a predetermined ranking or higher.

[0532] If the goal is achieved (YES in S21-9), the training game executing unit 1101a executes a goal achievement process (S21-10). Here, for example, if the achievement of a predetermined goal is set as a condition for acquiring overseas aptitude, a process is executed to generate a predetermined event at the end of the turn and acquire overseas aptitude. Also, for example, if a predetermined goal achievement reward is awarded upon achievement of the goal, the goal achievement reward is awarded. Also, the training game executing unit 1101a executes a reward awarding process to award a reward to the player (S21-11). Here, a reward is determined based on the results of the simulation, i.e., the finishing order and race development of the character to be trained, and the determined reward is awarded.

[0533] On the other hand, if the goal has not been achieved (NO in S21-9), the training game executing unit 1101a executes an end process for ending the training main game (S21-12).

[0534] Returning to FIG. 50, when a selection command indicating an operation input of the SS match operation unit 221f is received (YES in S20-8), the training game execution unit 1101a performs a win / lose determination process (S20-9). Here, a lottery is executed to determine the win / lose of the training target character based on the winning rate determined in S12-3 or S12-10. Note that if there are multiple opponents, the win / lose is determined for each opponent.

[0535] Next, the training game executing unit 1101a updates various parameters based on the result of S20-9 (S20-10). Specifically, the training game executing unit 1101a updates the aptitude points, ability parameters, and supporter points of the training target character based on the win or loss of the training target character. Also, here, the training game executing unit 1101a updates the ability parameters of the training target character based on the privilege training of the team members. That is, here, a basic reward is given. Also, the training game executing unit 1101a updates the evaluation points of the training target character along with the update of the ability parameters.

[0536] Here, the training game executing unit 1101a resets the SS parameters of the opponent team members and raises their SS level by "1". Here, the number of wins and the number of matches in the SS match are updated. Here, the training game executing unit 1101a may update the ability parameters and evaluation points of the opponent team members based on the results of the win or loss. However, here, the physical strength of the character to be trained is not updated.

[0537] Next, the training game executing unit 1101a awards a victory reward that is awarded when the training target character wins (S20-11). Here, when the training target character wins against an opponent, the victory reward is an increase in ability parameters and evaluation points. Therefore, when the training target character wins, the increase in ability parameters is greater than when the training target character loses. Therefore, when the training target character wins against an opponent, the increase in evaluation points is greater than when the training target character loses.

[0538] As described above, the winning reward includes an additional reward. Here, the additional reward set for the opponent against whom the character to be trained has defeated is awarded. When the additional reward is awarded, the training game executing unit 1101a executes a reward update process that deletes the additional reward awarded to the character to be trained from the additional rewards linked to the team members (S20-12). Here, if the team members have only two additional rewards remaining as a result of updating the additional rewards, the training game executing unit 1101a determines the order in which the three new additional rewards will be awarded by lottery.

[0539] Furthermore, when a selection command indicating the execution of any training other than the SS match is received (NO in S20-8), the training game executing unit 1101a performs a success determination process (S20-13). Here, the success or failure of the training is determined based on the failure rate calculated in S10-9. Then, the training game executing unit 1101a updates various parameters of the character to be trained based on the determination result in S20-13 (S20-14). Here, the ability parameters and the like are updated as determined in S10-8 at the start of the turn.

[0540] Here, the physical strength of the character to be trained is updated as the training is performed. Here, the evaluation points of the character to be trained are updated as the ability parameters are updated. Next, the training game executing unit 1101a updates various parameters of the placed character (S20-15). Here, the training game executing unit 1101a updates the bond parameters, SS parameters, supporter points, etc. of the placed character.

[0541] When the process of S20-12 or S20-15 is executed, the training game execution unit 1101a executes an overseas aptitude acquisition determination process (S20-16). Here, it is determined whether the condition for acquiring overseas aptitude is met by executing an SS match or training other than the SS match. Then, if the condition for acquiring overseas aptitude is met, a predetermined event is generated at the end of the turn, and a process for acquiring overseas aptitude is executed.

[0542] Then, the training game executing unit 1101a sets result information indicating the results of each of the above processes, and causes the player terminal 1 to receive the result information (S20-17).

[0543] Returning to FIG. 48, when the player terminal 1 receives the result information from the server 1000 (YES in P7-9), the training game executing unit 701a executes a result information receiving process (P20).

[0544] FIG. 52 is a flowchart for explaining the result information receiving process in the player terminal 1. The training game executing unit 701a determines an execution pattern of the presentation based on the received result information (P20-1). Then, the training game executing unit 701a executes the presentation in the execution pattern determined in P20-1 (P20-2). Here, for example, different presentations are executed depending on whether the goal is achieved or not. Also, here, for example, different presentations are executed depending on whether the character to be trained wins or loses in the SS match.

[0545] Furthermore, if a second event or an event that occurs when the conditions for acquiring overseas aptitude are met occurs (YES in P20-3), the training game executing unit 701a executes a performance for the event that occurs (P20-4). Furthermore, the training game executing unit 701a updates parameters based on the received result information (P20-5). Here, when the conditions for acquiring overseas aptitude are met and an event is executed, the acquisition information of overseas aptitude is updated.

[0546] Then, when all effects to be executed in the current turn are finished, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed by the same process as above.

[0547] Although detailed description is omitted, when a representative friendly match is executed after the end of a turn, the training game executing unit 701a may transmit a predetermined command to the server 1000 instead of the start command. In this case, the server 1000 derives the race result of the representative friendly match in the same manner as the race execution process shown in FIG. 51. When the player terminal 1 receives the race result, a process such as playing a race video related to the representative friendly match is executed. Then, after the process related to the representative friendly match is completed, the start command may be transmitted to the server 1000.

[0548] Returning to FIG. 41, when the above-mentioned growth stage process (S7) is completed in the server 1000, The training game end processing unit 1102a executes the training game end processing (S8).

[0549] 53 is a flowchart explaining the training game end processing in the server 1000. The training game end processing unit 1102a derives an evaluation point based on various parameters of the character to be trained (S8-1). In addition, the training game end processing unit 1102a derives a training rank based on the derived evaluation point (S8-2).

[0550] The raising game end processing unit 1102a also determines factors that the raised character will acquire (S8-3). The raising game end processing unit 1102a also determines a class based on the number of fans acquired (S8-4). The raising game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the raising rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are given not to the raised character but to the character that is the basis for the raised character.

[0551] 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.

[0552] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player (S8-7). The training game end processing unit 1102a also links training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., to the player ID of the player, and stores it in the game information storage unit 1151 (S8-8). The training game end processing unit 1102a also sets training result information, and causes the player terminal 1 to receive it (S8-9).

[0553] Returning to Fig. 41, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game end processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 360 (see Figs. 38A, 38B, and 38C) on the display 26 based on the training result information.

[0554] The above-mentioned training game is realized by the above-mentioned processing. Furthermore, training character information relating to a training character trained (created) by the training game is stored in association with a player ID. Note that the above-mentioned processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-mentioned processing may be executed only by the player terminal 1 or only by the server 1000.

[0555] 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.

[0556] For example, in the above embodiment, a team member whose SS parameter has reached the upper limit is linked to the training item "SS Match". However, linking a team member to the "SS Match" is not essential. For example, when there is a team member whose SS parameter has reached a predetermined value, the "SS Match" is enabled. At this time, the team member may be placed in another training item.

[0557] In the above embodiment, the "SS match" is a match between a character to be trained and a team member, but the content of the "SS match" is not particularly limited. For example, if a team member is not associated with the "SS match", a predetermined event may occur randomly when the "SS match" is executed. Thus, the content of the training game described in the above embodiment is merely an example.

[0558] In the above embodiment, the character to be trained runs in a race. However, the content of the training game is merely an example. For example, the player may use the character to be trained to play a sports game, a puzzle game, an action game, a rhythm game, or the like.

[0559] In the above embodiment, the character to be trained can acquire aptitude points by winning an SS match. However, the conditions for updating the aptitude points are not limited to this. For example, the aptitude points may be updated by the execution or success of training, the passage of a predetermined number of turns, the occurrence of a predetermined event, etc. The conditions for updating the aptitude points may also include a condition for deducting aptitude points.

[0560] In any case, the information processing program may cause a computer to carry out the following processes.

[0561] (Computer-Performed Processing) A process of setting a character selected by a player from among a plurality of characters as a character to be developed (in the embodiment, as an example, S6-14). In a training game in which a common goal is set regardless of the type of character to be trained, a player's operation to select one of multiple types of commands is accepted (in an embodiment, P7-2 as an example), the command specifying the action of the character to be trained is a first command (in an embodiment, as an example, training commands for speed, stamina, power, guts, and intelligence) specifying a predetermined action that updates a first parameter (in an embodiment, as an example, an ability parameter) linked to the character to be trained, and a second command (a command to execute a race including race operation unit 215g) specifying the execution of a specific game (in an embodiment, as an example, a race) to achieve the goal, and information corresponding to the command selected by the player is obtained (in an embodiment, S7-6 as an example). When information corresponding to the first command is acquired, a process of updating a first parameter corresponding to the selected first command (in the embodiment, as an example, S20-14). When information corresponding to the second command is acquired, a process (in an embodiment, as an example, S21-6) is performed to derive the result of a specific game based on the first parameter and a second parameter (in an embodiment, as an example, S21-6) that is set as the parameter to be used in deriving the result of the specific game from among a plurality of second parameters (in an embodiment, as an example, aptitude parameters) linked to the character to be developed. A process of updating a specific point (in the embodiment, as an example, an aptitude point) in accordance with a predetermined update condition (in the embodiment, as an example, S20-10, S20-11). A process (in an embodiment, as an example, P10-2) of consuming specific points corresponding to an option selected by the player from among an option corresponding to an effect that favors the updated value of the first parameter that is updated when the first command is selected (in an embodiment, as an example, the aptitude level "3" for overseas turf suitability) and an option corresponding to an effect that favors the second parameter (in an embodiment, as an example, the aptitude level "2" for overseas turf suitability), to grant an effect corresponding to the option.

[0562] Furthermore, when a first specific condition (in an embodiment, as an example, 10 SS match wins, participation in a representative exchange match, and possession of 250 or more aptitude points) is met among a plurality of specific conditions that can be met during the training game, a process (in an embodiment, as an example, P10) may be executed that makes it possible to consume specific points corresponding to an option that corresponds to an effect of favorably improving the update value of the first parameter that is updated when the first command is selected. Furthermore, when a second specific condition (in an embodiment, as an example, winning two SS matches and possessing 50 or more aptitude points) among the specific conditions is met, a process (in an embodiment, as an example, P10) may be executed that makes it possible to consume specific points corresponding to an option that has an effect of giving an advantage to the second parameter.

[0563] In addition, the process may include a process (in an embodiment, as an example, S21-5) that makes the first parameter linked to the character to be developed more advantageous when a specific condition, including the consumption of specific points, is met compared to when the specific condition is not met.

[0564] Therefore, the first specific condition and the second specific condition may be different acquisition conditions shown in FIG. 29. Specifically, the first specific condition may be "20 wins in SS matches," and the second specific condition may be "2 wins in SS matches" and "attain aptitude level "2." Alternatively, the first specific condition and the second specific condition may be a common acquisition condition shown in FIG. 29. Specifically, the first specific condition may be "2 wins in SS matches," and the second specific condition may be "2 wins in SS matches" and "attain aptitude level "2."

[0565] It should be noted that some of the functions of the training game described in the above embodiment may not be provided. Also, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and for example, all of the programs for executing the above game may be stored in the player terminal 1 or the game device G.

[0566] 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]

[0567] 1 Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game for achieving the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is selected by the first command and updated, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; An information processing program that causes a computer to carry out the above.

2. When a first specific condition is satisfied among a plurality of specific conditions that can be satisfied during the training game, a process of making it possible to consume specific points corresponding to an option corresponding to an effect of making an update value of the first parameter, which is updated by selecting the first command, advantageous, when the first specific condition is satisfied; a process of making it possible to consume specific points corresponding to an option corresponding to an effect of making the second parameter advantageous when a second specific condition among the specific conditions is established; have a computer carry out The information processing program according to claim 1 .

3. The process of deriving an outcome of the specific game includes: a process for making the first parameter associated with the character to be trained more advantageous when a specific condition including consumption of the specific points is met among a plurality of specific conditions that can be met during the training game, compared to when the specific condition is not met; 3. The information processing program according to claim 1 or 2.

4. 1. An information processing method performed by one or more computers, comprising: A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game for achieving the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is selected by the first command and updated, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; An information processing method comprising:

5. One or more computers; The computer, A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game for achieving the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is selected by the first command and updated, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; An information processing system that carries out the above.

6. One or more computers; The computer, A process of setting a character selected by a player from among a plurality of characters as a character to be developed; In a training game in which a common goal is set regardless of the type of character to be trained, a process of accepting a player's operation to select one of a plurality of types of commands including a first command specifying a predetermined action for updating a first parameter linked to the character to be trained and a second command specifying the execution of a specific game for achieving the goal, and acquiring information corresponding to the command selected by the player; updating the first parameter corresponding to the selected first command when information corresponding to the first command is acquired; when information corresponding to the second command is acquired, a process of deriving a result of the specific game based on the first parameter and the second parameter corresponding to the specific game among a plurality of second parameters linked to the character to be trained; updating the specific points according to a predetermined update condition; a process of consuming the specific points corresponding to an option selected by a player from among an option corresponding to an effect that gives an advantageous effect to an updated value of the first parameter, which is selected by the first command and updated, and an option corresponding to an effect that gives an advantageous effect to the second parameter, to give an effect corresponding to the option; A game device that performs the above.

Citation Information

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