Information processing program, information processing method, game device, and information processing system
Patent Information
- Application Number
- JP2025039661
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-12
- Publication Date
- 2025-05-27
AI Technical Summary
Existing games with autonomously moving characters become less interesting due to limited movement patterns, leading to a decrease in player engagement.
An information processing program that dynamically adjusts character actions by setting first and second action parameters based on specific conditions, allowing for special action patterns and enabling player selection and management of these parameters to enhance gameplay variety.
The solution increases gameplay enjoyment by providing dynamic and varied character movements, enhancing player interaction and engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]
[0002] Conventionally, as shown in, for example, Patent Document 1, a genre of games called training games has been known. In the training game, a plurality of types of training events are provided, and the player can select one of the training events to train the character to be trained. The player can play various games using the character trained in the training game.
[0003] Furthermore, in action games, sports games, horse racing games, and the like, characters that a player has developed may act autonomously. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-164725 Summary of the Invention [Problem to be solved by the invention]
[0005] As described above, when a character moves autonomously, the character is controlled based on set parameters. In this case, if there are only a few movement patterns for each character, the game becomes less interesting.
[0006] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can increase the enjoyment of a game. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program includes: A process of determining whether a preset specific condition is established in a predetermined game; a process of setting a first action parameter to the character among action parameters that are parameters for determining an autonomous action of the character when the specific condition is not satisfied, and setting a second action parameter linked to the first action parameter to the character when the specific condition is satisfied; A process of controlling an action of the character in the predetermined game based on the action parameters set for the character; The computer is made to carry out the above steps.
[0008] The second behavior parameter may be managed in association with the first behavior parameter.
[0009] A special action pattern that can be activated during the predetermined game is set for the character, The process of controlling the movement of the character includes: When the activation condition is satisfied, the special action pattern set for the character is activated; The special action pattern may be common to a case where the second action parameter is set for the character and a case where the first action parameter is set for the character.
[0010] The information processing program includes: a process of making the set second behavior pattern identifiable in the predetermined game when the second behavior parameter is set to the character; may further be performed by a computer.
[0011] The first behavior parameter is provided in plurality, a process of displaying selection sections corresponding to a plurality of the first action parameters, and allowing a player to select any one of the selection sections; Then, the computer executes the above steps. The process of setting the action parameter to the character includes: a process of setting the first action parameter corresponding to the selection section selected by a player to the character; The process of making the selection unit selectable by a player includes: When the specific condition is established, the selection section corresponding to the first behavior parameter may be changed to the selection section corresponding to the second behavior parameter.
[0012] A process of changing ability parameters of a character to be trained based on an operation of a player and executing a training game in which the character to be trained is trained; A process of storing the character to be raised in the raising game as a raised character; Then, the computer executes the above steps. The process of storing the character that has been raised includes: When a predetermined acquisition condition is established in the training game, a process of linking specific information to the trained character is included; The characters that operate in the predetermined game include the character that has been fully raised, The process of determining whether or not the specific condition is satisfied includes: It may be determined that the specific condition is met when the specific information is linked to the character that has been trained.
[0013] The process of storing the character that has been raised includes: A process of linking factor information different from the specific information to the character that has been raised, The process of executing the training game includes: A process of setting the character that has been trained as a successor character; a process of changing the ability parameters of the character to be trained based on the factor information associated with the inherited character during the training game; may include:
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of determining whether a preset specific condition is established in a predetermined game; a process of setting a first action parameter to the character among action parameters that are parameters for determining an autonomous action of the character when the specific condition is not satisfied, and setting a second action parameter linked to the first action parameter to the character when the specific condition is satisfied; A process of controlling an action of the character in the predetermined game based on the action parameters set for the character; Carry out the following.
[0015] In order to solve the above problem, a game device includes: One or more computers A process of determining whether a preset specific condition is established in a predetermined game; a process of setting a first action parameter to the character among action parameters that are parameters for determining an autonomous action of the character when the specific condition is not satisfied, and setting a second action parameter linked to the first action parameter to the character when the specific condition is satisfied; A process of controlling an action of the character in the predetermined game based on the action parameters set for the character; Carry out the following.
[0016] In order to solve the above problem, an information processing system includes: One or more computers A process of determining whether a preset specific condition is established in a predetermined game; a process of setting a first action parameter to the character among action parameters that are parameters for determining an autonomous action of the character when the specific condition is not satisfied, and setting a second action parameter linked to the first action parameter to the character when the specific condition is satisfied; A process of controlling an action of the character in the predetermined game based on the action parameters set for the character; Carry out the following. Effect of the Invention
[0017] According to the present invention, the interest of the game can be improved. [Brief description of the drawings]
[0018] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, Fig. 3C is a diagram illustrating an example of a profile setting screen, and Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Diagram 5] Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram for explaining a capability parameter (initial value) table. Fig. 6B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 6C is a diagram for explaining a skill table. Fig. 6D is a diagram for explaining a dedicated event table. [Figure 7] Fig. 7A is a first diagram illustrating an inheritance character selection screen. Fig. 7B is a first diagram illustrating a training character list screen. Fig. 7C is a second diagram illustrating an inheritance character selection screen. Fig. 7D is a third diagram illustrating an inheritance character selection screen. [Figure 8] FIG. 8 is a diagram for explaining the inheritance system. [Figure 9] FIG. 9 is a diagram for explaining the factor information. [Figure 10] FIG. 10A is a diagram for explaining compatibility determination targets, and FIG. 10B is a diagram for explaining compatibility determination items. [Figure 11] Fig. 11A is a diagram for explaining sorting conditions, and Fig. 11B is a diagram for explaining narrowing down conditions. [Figure 12] FIG. 12 is a first diagram illustrating the character details dialog. [Figure 13] FIG. 13 is a second diagram illustrating the character details dialog. [Figure 14] FIG. 14 is a third diagram illustrating the character details dialog. [Figure 15] FIG. 15 is a diagram illustrating the skill display dialog. [Figure 16] Fig. 16A is a first diagram for explaining the support card organization screen, Fig. 16B is a diagram for explaining the support card selection screen, and Fig. 16C is a second diagram for explaining the support card organization screen. [Figure 17] Fig. 17A is a diagram for explaining a support card table, Fig. 17B is a diagram for explaining a support effect table, Fig. 17C is a diagram for explaining a possessed skill table, and Fig. 17D is a diagram for explaining a support event table. [Figure 18] Fig. 18A is a diagram illustrating a final confirmation screen, and Fig. 18B is a diagram illustrating a preset selection screen. [Figure 19] FIG. 19 is a diagram illustrating the selection item table. [Figure 20] Fig. 20A is a diagram illustrating a game screen, and Fig. 20B is a diagram illustrating a special race screen. [Figure 21] Fig. 21A is a first diagram for explaining the training screen. Fig. 21B is a second 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. 22A is a first diagram for explaining an inherited event. Fig. 22B is a second diagram for explaining an inherited event. Fig. 22C is a third diagram for explaining an inherited event. Fig. 22D is a fourth diagram for explaining an inherited event. [Figure 23] Fig. 23A is a first diagram illustrating the skill screen, and Fig. 23B is a second diagram illustrating the skill screen. [Figure 24] Fig. 24A is a first diagram for explaining an individual race selection screen. Fig. 24B is a diagram for explaining an individual race start screen. Fig. 24C is a first diagram for explaining an individual race result screen. Fig. 24D is a second diagram for explaining an individual race result screen. [Diagram 25] FIG. 25 is a diagram illustrating an example of the item exchange screen. [Figure 26] FIG. 26 is a diagram illustrating the general flow of the turn start processing. [Figure 27] FIG. 27 is a diagram for explaining the arrangement presence / absence table. [Figure 28] Fig. 28A is a diagram explaining a training level table. Fig. 28B is a diagram explaining a fixed increase value (speed) table. Fig. 28C is a diagram explaining a fixed increase value table (power). Fig. 28D is a diagram explaining a bonus addition rate table. [Figure 29] FIG. 29 is a diagram illustrating the second event table. [Diagram 30] FIG. 30 is a diagram illustrating the post-rearrangement training screen. [Diagram 31] FIG. 31 is a diagram illustrating the general flow of the turn start processing. [Diagram 32] FIG. 32 is a diagram for explaining the arrangement presence / absence table. [Diagram 33] FIG. 33 is a diagram for explaining the bonus acquisition number table. [Diagram 34] Fig. 34A is a diagram for explaining notification of the placement of rival characters on the game screen, and Fig. 34B is a diagram for explaining notification of the placement of rival characters on the individual race selection screen. [Diagram 35] Fig. 35A is a first diagram illustrating the breeding completion screen, Fig. 35B is a second diagram illustrating the breeding completion screen, and Fig. 35C is a third diagram illustrating the breeding completion screen. [Diagram 36] FIG. 36A is a first diagram illustrating a special skill, and FIG. 36B is a second diagram illustrating a special skill. [Figure 37] FIG. 37 is a fourth diagram illustrating the breeding completion screen. [Figure 38] FIG. 38 is a fourth diagram illustrating the character details dialog. [Figure 39] Fig. 39A is a diagram illustrating an individual race start screen according to the embodiment, and Fig. 39B is a diagram illustrating an individual race start screen according to a modified example. [Diagram 40] FIG. 40 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 41] FIG. 41 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 42] FIG. 42 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Diagram 43] FIG. 43 is a flowchart illustrating the training stage processing in the server. [Diagram 44] FIG. 44 is a flowchart illustrating the turn start process in the server. [Diagram 45] FIG. 45 is a flowchart illustrating the training stage processing in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the turn start process in the player terminal. [Figure 47] FIG. 47 is a flowchart illustrating the display control process in the player terminal. [Figure 48] FIG. 48 is a flowchart explaining the process during a turn in the server. [Figure 49] FIG. 49 is a flowchart explaining the individual race execution process in the server. [Figure 50] FIG. 50 is a flowchart illustrating the simulation execution process in the server. [Figure 51] FIG. 51 is a flowchart explaining the bidding process in the server. [Figure 52] FIG. 52 is a flowchart explaining the skill activation process in the server. [Figure 53] FIG. 53 is a flowchart illustrating the reward granting process in the server. [Figure 54] FIG. 54 is a flowchart explaining the process during a turn in the player terminal. [Figure 55] FIG. 55 is a flowchart illustrating the display control process in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] 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.
[0020] (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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] (Game Contents) Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can possess a character obtained by a lottery, known as gacha, or a character distributed by the management side. In addition, a player can possess a support card obtained by a lottery or a support card distributed by the management side.
[0035] As will be described in detail later, a game according to this embodiment provides a training game. In the training game, a player can train a character owned by the player. The training game according to this embodiment has game characteristics in which the character is trained by having the character participate in races that imitate horse racing.
[0036] 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.
[0037] 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.
[0038] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.
[0039] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the levels increase. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0040] 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.
[0041] 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.
[0042] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery in which characters and support cards can be acquired by lottery.
[0043] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, is started. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the main character, which is the character to be trained.
[0044] In addition, in the preparation stage, the player sets a deck to be used when training the main character. 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.
[0045] When the setting of the main character and the deck (successor characters and support cards) is completed, the preparation stage is shifted to the training stage, and a game for training the main character 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.
[0046] Thus, the main object of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.
[0057] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.
[0058] Although not shown in the drawings, when a left / right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, is switched. Four home screen setting characters 132 currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation parts displayed on the menu bar 102. Therefore, when the home screen setting characters 132 displayed on the home screen 100 are tapped, the screen is switched in the same manner as when an operation part of the menu bar 102 is tapped.
[0059] On the home setting screen 130, character images corresponding to the four currently set home screen setting characters 132 and corresponding operation units are displayed in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. Furthermore, the player can set an outfit for the home screen setting character 132 on the home setting screen 130.
[0060] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, the player can exchange information with other players who belong to the same circle.
[0061] In addition, in this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. In the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards. In addition, in the time-limited event, when a specific race (hereinafter referred to as a specific race) is won, an additional reward other than the basic reward may be given to the player. The additional reward is, for example, a special item that can increase the initial value of the ability parameter of the specific character or strengthen the unique skill provided to the specific character. Here, the specific character is, for example, any character that participates in a specific race in the time-limited event. However, the present invention is not limited to this, and the specific character may be any character that the player can acquire, or may be a character that does not participate in a specific race.
[0062] Here, the specific race is at least one race that is set in advance according to the type of race among the races that can be played during the period in which the specific event is held. The additional reward may be awarded when a player participates in a specific race, regardless of whether the player wins the specific race. The number of times that the additional reward (i.e., the special item) is acquired in one specific race (one type of specific race) is limited to a predetermined number of times in a predetermined period. For example, the number of times that the special item is acquired in one specific race in one day is three times. However, the number of times that the special item is acquired may be changed according to the type of the specific race (racing event). The number of times that the special item is acquired in one time is the sum of the basic acquisition number (e.g., three items) and the bonus acquisition number (e.g., one or two items). The bonus acquisition number may be awarded when the player wins the specific race. The additional reward acquired in the specific race is linked to the player ID and stored in the server 1000.
[0063] 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.
[0064] 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.
[0065] (Raising game) FIG. 4 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a setting game and a training main game. As will be described in detail later, the training main game is a game in which the player trains one main character selected from the characters owned by the player as a character to be trained.
[0066] The setting game, in which the player registers the main character and the deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Hereinafter, in order to facilitate understanding, the general flow of the preparatory stage processing and the training stage processing will be described first.
[0067] <Preparatory stage processing> The preparation stage processing mainly involves registering the main character and registering the deck (inherited characters and support cards). The support cards are intended to assist in the development of the main character. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character linked to the support card will be referred to as the support character.
[0068] <Registering the main character> 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 and goals during the game are set, and the player must clear the set goals one by one. Each goal and the period until the goal is achieved are different for each scenario. The player can select one of the plurality of scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.
[0069] 5A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed in the upper part of the main character selection screen 150. Furthermore, a return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.
[0070] In this embodiment, an initial value of ability parameter is set for each character, and 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.
[0071] Fig. 6A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Fig. 6A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0072] 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.
[0073] The initial value of the ability parameter for each character is increased by the player's operation, etc. For example, five levels are provided for characters, and the player can increase the character's level by consuming in-game currency or a specified item. In this case, the initial value of the ability parameter increases as the character's level increases. FIG. 6A shows the initial value when the character is at a specified level. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value of the ability parameter.
[0074] In addition, in this embodiment, aptitude parameters (initial values) are set for each character, and as shown in FIG. 5A, the aptitude parameter display section 152b displays, in alphabetical order, the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player.
[0075] FIG. 6B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 6B, 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.
[0076] 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.
[0077] In the training game, the player can enter the main character in various races. In this case, the higher the aptitude of the main character to match the race content, the more advantageous the race will be.
[0078] 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.
[0079] Fig. 5B is a first diagram illustrating the character details screen 160. Fig. 5C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main 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 main character selection screen 150 are displayed.
[0080] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during an individual race, which will be described later. The activation of a skill gives each character an advantage in the race.
[0081] FIG. 6C is a diagram illustrating a skill table. As shown in FIG. 6C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen 160 as shown in FIG. 5B. Note that a skill cannot be activated simply by possessing it, and can only be activated by acquiring it. In the following, a skill that a character can activate is called an acquired skill.
[0082] A character is set with one acquired skill from the start of the main training game. A character is also set with multiple possessed skills in addition to the acquired skills. Possessed skills are skills that can be acquired by consuming skill points, which will be described later, after the start of the main training game. In other words, possessed skills can become acquired skills in exchange for skill points.
[0083] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 6C are displayed as acquired skills on the character details screen 160 of Fig. 5B. Also, the skills corresponding to "◯" in the skill table shown in Fig. 6C are displayed as possessed skills on the character details screen 160 of Fig. 5B. In this embodiment, as shown on the character details screen 160 of Fig. 5B, the acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0084] In FIG. 5B, 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 as skills provided for each character, but this is not limited to the above. For example, the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0085] Furthermore, when the player taps on the event operation section 162 of the character detail screen 160, the content of the character detail screen 160 changes as shown in Fig. 5C, and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. In this case, the event operation section 162 is highlighted as shown in Fig. 5C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.
[0086] 6D is a diagram illustrating a dedicated event table. As shown in FIG. 6D, the dedicated event table stores a dedicated event for each character possessed by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character detail screen 160 as shown in FIG. 5C. The dedicated events may include hint events that allow a character to possess or acquire a skill, ability events that increase or decrease the value of a character's ability parameter, and the like.
[0087] The dedicated events displayed on the character detail screen 160 shown in Fig. 5C may be executed in their entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or none of them may be executed during the execution of the training main game if a predetermined condition is not met. Also, the number of dedicated events provided for each character may be increased, for example, by increasing the character's level, consuming in-game currency or items, etc. Also, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0088] 5B and 5C, a close operation section 163 marked with “close” is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 is terminated, and the main character selection screen 150 is displayed on the display 26.
[0089] Furthermore, when the return operation unit 153 is tapped on the main character selection screen 150 shown in Fig. 5A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the main 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 related to the character selected on the main character selection screen 150 on the training information display screen.
[0090] The training information display screen has a clear goal tab. The objective of the training game is to generate a stronger character by training a character selected as a main character to be trained from among the characters possessed by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player needs to train the main character and enter a race for each turn.
[0091] Each character has a number of goals set for completion. When the goal tab is tapped, the goals set for the selected character are displayed in a list on the training information display screen. Each turn has a predetermined race in which the main character can participate.
[0092] In addition, when a main character to be trained is entered in a race, the main character can acquire fans, victory points, and special currency. In each race, the base number of fans, victory points, and special currency acquired is determined for each finishing position, and the higher the finishing position, the larger the acquired number of fans, victory points, and special currency. In addition, a degree of difficulty is set for each race, and the more difficult the race, the more fans, victory points, and special currency can be acquired. For example, among the races, there are races of grades GI, GII, and GIII, which are called major prizes. The grades increase in the order of GIII, GII, and GI. The higher the grade of the race, the higher the difficulty and the more fans, victory points, and special currency can be acquired.
[0093] 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 main character. For example, if the race result is first place, the larger the difference between the main character and the second place character, the larger the correction value. Also, if the race result is second to fifth place, the smaller the difference between the main character and the first place character, the larger the correction value.
[0094] During the race, the main character will also activate a skill with a certain probability. The more skills activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans gained will increase depending on various race results other than the finishing order and the progress of the race. However, the number of fans gained by the main character will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0095] In addition, some races require a certain number of fans as a condition for participating. If the main character does not have enough fans to participate in the race, the player cannot enter the main character in the race. The more difficult the race, the more fans are required to enter the race.
[0096] In this way, multiple goals are set for each character. By achieving the goals, the player can continue the training main game until the final turn. On the other hand, if the player fails to achieve the goals, the training main game ends with that turn.
[0097] As described above, the player can select a main character while checking various information about each character on main character selection screen 150 shown in Fig. 5A. When next operation unit 154 is tapped on main character selection screen 150, the selected character is set as the main character, and inheritance character selection screen 170 is displayed on display 26.
[0098] <Registering a successor character> Fig. 7A is a first diagram illustrating an inheritance character selection screen 170. Fig. 7B is a first diagram illustrating a development character list screen 180. Fig. 7C is a second diagram illustrating an inheritance character selection screen 170. Fig. 7D 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.
[0099] An inherited character is a character that inherits ability values, skills, etc. from the main character. A player can select two inherited characters from the training character he or she owns and representative characters of other players extracted according to certain 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.
[0100] 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 main character selection screen 150 to the inheriting character selection screen 170, as shown in Fig. 7A, the first inheriting character selection area 171a and the second inheriting character selection area 171b are displayed as blanks.
[0101] 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. 7B 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.
[0102] 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. 7B. 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.
[0103] 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. 7C. 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.
[0104] 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. 7D.
[0105] 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.
[0106] FIG. 8 is a diagram for explaining the inheritance system. In the training game, various benefits are provided, such as an increase in the values of the ability parameters and aptitude parameters of the main character, based on the factor information possessed by the inheritance character. Here, two inheritance characters are set for one main 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.
[0107] As shown in FIG. 8, the main character to be trained in the training main game that is about to start is defined as the current generation. The two training characters set as inherited characters for this main character are defined as the first generation of inheritance. Furthermore, the two training characters are set as the inherited characters for the first generation of inheritance at the start of training. The two training characters that were set as the inherited characters when the first generation of inheritance training characters were generated are defined as the second generation of inheritance.
[0108] In this case, the characters that have a utility for the current main character are the first and second succession generation training characters, as shown in Figure 8. As described above, two succession characters (first succession generation) are set for one main character, so a total of six training characters provide utility for one main character.
[0109] 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.
[0110] 7D, 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.
[0111] FIG. 9 is a diagram for explaining factor information. Although the details will be described later, when the training game is completed, the main character to be trained is registered as a training character, and at this time, the training character is linked to factor information and stored. Specifically, when training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0112] 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.
[0113] The factors possessed by a training character only affect the main character to be trained when that training character is set as an inherited character. Factors that a training character can acquire are classified into a number of types. In FIG. 9, 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.
[0114] 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.
[0115] 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.
[0116] Basic ability factors increase the ability parameters of the main character. 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 of speed, stamina, power, tenacity, and intelligence, respectively. For example, if a first-generation or second-generation character being trained has a speed factor, the main character's speed ability parameter will increase.
[0117] At this time, the increase in the speed ability parameter varies depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter will increase by "7", if it is level 2, the ability parameter will increase by "13", and if it is level 3, the ability parameter will increase by "21". Therefore, if all six characters being trained, two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the main character's speed ability parameter will increase by a maximum of 126 (increase of 21 x 6 characters).
[0118] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the main character.
[0119] As described above, the training main game is composed of a plurality of turns, among which certain turns are set as factor activation turns. For example, assume that the first, 30th, and 54th turns of the training main game are set as factor activation turns. In these factor activation turns, it is determined whether or not to activate each factor, and when it is determined that a factor is to be activated, the activation condition of the factor is established, and the utility corresponding to the factor is brought about.
[0120] Whether or not a basic ability factor is activated is determined by lottery. At this time, the probability of winning the lottery to determine whether or not a basic ability factor is activated, that is, the probability that a basic ability factor is activated (hereinafter referred to as activation probability), may be different in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Also, in the 30th turn and the 54th turn, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 30th turn and the 54th turn, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0121] The inheritance character selection screen 170 displays the increase value for the ability parameter in the first turn. For example, in FIG. 7C, 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 by the provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed under the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. In addition, the ability parameter display section 152a displays a value to which the increase value for the first turn has been added.
[0122] In addition, in FIG. 7D, 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 under the ability parameters of speed, power, and intelligence, respectively, indicating that in the first turn, the ability parameters of speed, power, and intelligence will increase by 21 points, 63 points, and 42 points, respectively.
[0123] 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. 7D, the notation "+63" displayed under the ability parameter of power and the notations "+21" and "+42" displayed under the ability parameters of speed and intelligence are color-coded.
[0124] The suitability factors shown in FIG. 9 increase the suitability parameters of the main character. There are six suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, and long distance factor. A training character 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 training characters includes a training character having a turf factor, the suitability parameter of the main character's turf suitability increases.
[0125] 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.
[0126] For example, if the aptitude factors of the three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of the three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the main character's grass aptitude and short distance aptitude will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0127] Also, for example, suppose that the aptitude factors of the three training characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all short-distance factors. In this case, the grass aptitude and short-distance aptitude of the main character each increase by three stages. As yet another example, suppose that the aptitude factors of the three training characters belonging to the first inheritance group are all grass factors, and the aptitude factors of the three training 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 main character increases by four stages, and the short-distance aptitude and mile aptitude each increase by one stage.
[0128] 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 main character's aptitude for grass is A, even if the inherited character has a grass factor, the aptitude for grass will not increase in the first turn.
[0129] In contrast, in the 30th and 54th turns, a lottery is held for each aptitude factor based on the factor level to determine whether or not to activate it. As an example, in the 30th and 54th turns, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When the activation of an aptitude factor is determined by lottery in the 30th or 54th turn, the aptitude parameter corresponding to the aptitude factor increases. Note that in the 30th and 54th turns, the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating an aptitude factor.
[0130] 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.
[0131] The race factor increases the ability parameters of the main character. A race factor is provided for each difficult race (hereinafter referred to as a factor target race) such as a GI among the races that can be entered in the training main game. At the completion of the training game, a lottery is held for each factor target race in which the main character comes in first to determine whether or not to acquire a race factor. If the lottery is won, the training character can acquire a race factor.
[0132] 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.
[0133] 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.
[0134] Additionally, race factors also have activation timing and activation conditions, and whether or not they will be activated is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factors are only activated on the 30th and 54th turns. Additionally, the activation probability of a race factor on a factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.
[0135] A character factor is a factor unique to a character, and only when a character that has been strengthened to a certain level is raised as a main character, 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 certain level, it cannot acquire a character factor.
[0136] 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 skill hint can be obtained.
[0137] The skill factor is imparted based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not to acquire a skill factor for each acquired skill that the training character has acquired. If the lottery is won, the skill factor is imparted to the training character. In other words, the training character can acquire some or all of the skill factors that correspond to the acquired skills that it has acquired. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0138] 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 main character to acquire skills similar to those already acquired by the inherited character, etc.
[0139] 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.
[0140] Here, it is assumed that the training character acquires skill factors in addition to the skills already acquired, but without setting skill factors, the skills that the main character can acquire may be determined based on the acquired skills possessed by the training character as an inheritance character.
[0141] As described above, the ability parameters of the main character change significantly depending on the inherited character organized in the deck. In addition, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the training character itself does not have high abilities, 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 create an interest not only in simply cultivating a powerful training character, but also in cultivating a training character that is effective as an inherited character.
[0142] Furthermore, in this embodiment, compatibility is determined between the main character, the first succession generation development character, and the second succession generation development character. In the case of a combination of characters with good compatibility, the conditions for activating factors are favorable.
[0143] Fig. 10A is a diagram explaining compatibility judgment targets, and Fig. 10B is a diagram explaining compatibility judgment items. As shown in Fig. 10A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current main character and the first inheritance generation training character in the first inheritance group. The second judgment target (No. 2) is the current main character and the first inheritance generation training character in the second inheritance group.
[0144] 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 main 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 main character, the first inheritance generation training character in the first inheritance group, and the other of the second inheritance generation training characters in the first inheritance group (training character B).
[0145] The sixth determination target (No. 6) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (raising character A). The seventh determination target (No. 7) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (raising character B).
[0146] For each of the above-mentioned objects to be determined, it is determined whether or not the condition is satisfied for each of the plurality of determination items. An example of the determination items is shown in FIG. 10B. In this embodiment, the world view of the game is set such that the characters that can be selected as the main characters are students, and each character trains at school.
[0147] As shown in Fig. 10B, 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 character to be judged match.
[0148] 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.
[0149] For example, when judging compatibility, first, it is judged whether all judgment items are satisfied between the current main character, which is the first judgment target, and the first inheritance generation training character 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.
[0150] 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.
[0151] In this way, the probability of a factor being activated varies depending on the compatibility between the main character and the inherited character, or between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the main character. In other words, the compatibility between characters is an important factor in choosing an inherited character.
[0152] As shown in Figures 7B, 7C, and 7D, when an inheritance character is selected, a compatibility mark indicating good compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks, ◎, ◯, and △. Note that, as shown in Figure 7A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0153] 7B, 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.
[0154] FIG. 11A is a diagram for explaining sorting conditions. FIG. 11B is a diagram for explaining narrowing-down conditions. A player can select and set the sorting conditions shown in FIG. 11A on a display condition setting screen. Here, as the sorting conditions, any of evaluation points, factors, number of skills, name, field suitability, registration date, running style suitability, compatibility level, distance suitability, and notes can be selected and set. When the sorting conditions are set, a training character list screen 180 is displayed. At this time, on the training character list screen 180, the display order of training character icons 182 is changed according to the sorting conditions.
[0155] In addition, the player can select and set the narrowing down conditions shown in Fig. 11B on the display condition setting screen. Here, the narrowing down conditions include basic ability factors, aptitude factors, and compatibility levels. When the basic ability factors or aptitude factors are set as the narrowing down conditions, only the characters that have the factors selected by the player are displayed on the character list screen 180.
[0156] At this time, the player can set the factor level, and for example, when narrowing down is performed by setting the factor level to level 3, only the development characters having a factor level of level 3 among the factors selected by the player are displayed on the development character list screen 180. The player can narrow down the development characters by selecting whether the development character itself has a factor or whether the inherited character of the development character has a factor.
[0157] In addition, the player can narrow down the search by compatibility level. Here, it is possible to narrow down the search to development characters with compatibility of ◎, development characters with compatibility of ◯, and further development characters with compatibility of △. In this way, sorting and narrowing down by various conditions is possible, improving the convenience for the player.
[0158] Furthermore, when a development character icon 182 is pressed and held on development character list screen 180 shown in FIG. 7B, detailed information about the development character corresponding to development character icon 182 is displayed.
[0159] Fig. 12 is a first diagram illustrating the character details dialog 185A. Fig. 13 is a second diagram illustrating the character details dialog 185A. Fig. 14 is a third diagram illustrating the character details dialog 185A. Detailed information on the character being raised is displayed in the character details dialog 185A. An ability parameter display field 186 showing the ability parameters of the character being raised is displayed at the top of the character details dialog 185A.
[0160] An icon showing the character on which the training character is based, and the training character's evaluation points and training rank are displayed in the upper left of the ability parameter display field 186. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right of the ability parameter display field 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. The nickname list screen displays a list of nicknames acquired by the training character. Note that in the training main game, many nicknames are provided, and acquisition conditions are set for all of the nicknames.
[0161] In the development main game, a nickname that satisfies the acquisition conditions is given to the development character. The player can select one of the nicknames acquired by the development character and set it for the development character. The player can change the nickname set for the development character on the nickname list screen. The currently set nickname (in this case, Legend) is displayed to the left of the nickname change button 186a.
[0162] Examples of conditions for acquiring a nickname include the main character gaining a predetermined number of fans, ability parameters or aptitude parameters being above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., first place) in a particular race.
[0163] Furthermore, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, roman letters, etc. can be input up to nine characters. Characters input on the character input screen are stored as memos, linked to the development character. When a memo is stored for the development character, the memo (here, abcdefg) is displayed to the left of the memo input button 186b.
[0164] The above-mentioned memo is included in the sorting conditions of the training character icons 182 on the training character list screen 180. Therefore, by linking a memo to a training character and registering it, the player can more easily search for a training character to be used as an inherited character.
[0165] In addition, an aptitude information display field 187 is displayed below the ability parameter display field 186. In the aptitude information display field 187, aptitude parameters relating to suitability for each of the turf and dirt courses, aptitude parameters relating to suitability for each of the short distance, mile, middle distance, and long distance courses, and aptitude parameters relating to the running style suitability for each of the breakaway, leading, overtaking, and chasing courses are displayed.
[0166] A various information display field 188 is displayed below the aptitude information display field 187. The various information display field 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d. When the skill display tab 188a is tapped, the acquired skills of the training character are displayed in the various information display field 188, as shown in FIG. 12. When the inheritance information display tab 188b is tapped, inheritance information of the training character is displayed, as shown in FIG. 13.
[0167] In addition, the various information display field 188 displays inheritance information based on the training character that can be set as the inheritance character and the inheritance character used to train the training character. The inheritance information includes information on the inheritance character used to train the training character, factor information possessed by the training character, and factor information possessed by the inheritance character. Here, the inheritance information is displayed in a list for each training character.
[0168] Specifically, the factor information associated with the training character and the factor information associated with the inherited character of the training character are displayed for each character. Therefore, by scrolling the various information display field 188 up and down, the player can check the factor information possessed by each of the three characters.
[0169] In the various information display field 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. In addition, in the various information display field 188, race factors and skill factors are displayed in white. Also, a star indicating the factor level is superimposed on each piece of factor information.
[0170] When the training information display tab 188c is tapped, training information of the training character is displayed as shown in Fig. 14. The training information includes the type of support card used when training the training character, the characters of the first and second generations of succession, the results of individual races in the training game, and the evaluation points.
[0171] In this way, the player can check various information related to the character being trained in the character details dialogue 185A. Therefore, the player can easily grasp the information associated with the inherited character to be organized in the deck, and the convenience of the player can be improved.
[0172] In addition, in the character details dialog 185A, when the close operation section 188d is tapped, the character details dialog 185A is closed, and the development character list screen 180 is displayed on the display 26. Also, as shown in Figs. 7A, 7B, 7C, and 7D, a skill display button 172 is provided in the upper right corner of the inheritance character selection screen 170 and the development character list screen 180. When the skill display button 172 is tapped, a list of skills that may be acquired by the development character provisionally selected as the inheritance character is displayed.
[0173] 15 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to a skill and a skill description display field 189 in which the content of the skill is described. The skills displayed in the skill description display field 189 are a list of all skills that the main character may acquire if the currently selected training character is used as the inherited character.
[0174] That is, the skill display dialogue 185B displays a list of information related to the character factors or skills associated with the skill factors of the training character. As shown in FIG. 7C, when the skill display button 172 is tapped with one training character selected as the inheritance character, the skills associated with the character factors and race factors of this one training character (inheritance character) are displayed in the skill display dialogue 185B.
[0175] On the other hand, as shown in FIG. 7D, when two development characters are selected as inheritance characters and the skill display button 172 is tapped, the skills linked to the character factors and race factors possessed by each of the two development characters (inheritance characters) are displayed in the skill display dialog 185B.
[0176] As described above, in this embodiment, in the character details dialog 185A, the inheritance information (factor information) is displayed in a list for each training character that can be set as an inheritance character. In addition, in the skill display dialog 185B, the information (skill) linked to the inheritance information (factor information) is displayed in a list. At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training character that can be set as the inheritance character and the inheritance character used to generate the training character. The display of the character details dialog 185A and the skill display dialog 185B improves the convenience for the player.
[0177] In this example, the skill display dialog 185B displays skills that can be acquired by activating factors. However, the skill display dialog 185B may display factor information that provides hints about skills, rather than information about skills. In any case, the inheritance information (factor information) is classified into a plurality of types (factor types), and the skill display dialog 185B may display inheritance information (character factors and race factors) classified into a predetermined type, or information linked to the inheritance information (information about skills). In this way, it can be said that the skill display dialog 185B displays information about the extracted inheritance information after extracting a portion of the inheritance information.
[0178] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190 described later is displayed.
[0179] The player must select two development characters as inheritance characters on the inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, the next operation unit 154 is grayed out as shown in Figs. 7A and 7C, and the player's operation is not accepted. Also, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.
[0180] <Support card registration> FIG. 16A 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. 16A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation section 153 marked "Return" and a start operation section 193 marked "START" are displayed in the lower part of the support card organization screen 190.
[0181] 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.
[0182] 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.
[0183] Fig. 16B 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. 16A, a support card selection screen 200 shown in Fig. 16B 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.
[0184] 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.
[0185] FIG. 17A is a diagram for explaining a support card table. As shown in FIG. 17A, 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 17B is a diagram illustrating the support effect table 17. As shown in FIG 17B, the support effect table stores support effects for each type of support card possessed by the player.
[0191] The support effect is to increase various stats in the main game. Support cards have multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0192] FIG. 17C is a diagram for explaining the possessed skill table. As shown in FIG. 17C, in the possessed skill table, a possessed skill is set for each support card possessed by the player. In this embodiment, a possessed skill is set for each support card so that the character set as the main character by the player possesses the possessed skill. The possessed skill set for each support card can be acquired by the main character selected by the player when a hint event occurs during the training main game.
[0193] Fig. 17D is a diagram illustrating a support event table. As shown in Fig. 17D, the support event table stores support events that may occur for each support card owned by a player. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0194] 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.
[0195] The support events may include a first hint event that may occur at the start of a turn in the training game, a second hint event that may occur after the training of the training game is performed, a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after the training of the training game. The first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.
[0196] Fig. 16C 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. 16C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable as shown in Fig. 16A.
[0197] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 7D 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. 16C, the selected support card is provisionally registered, and the final confirmation screen 205 (Fig. 18A) is displayed.
[0198] Fig. 18A is a diagram explaining the final confirmation screen 205. Fig. 18B is a diagram explaining the preset selection screen 205A. The final confirmation screen 205 displays the main character 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.
[0199] Here, the preset is reservation information for a race in which the main character 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. 18B is displayed.
[0200] 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.
[0201] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the game screen 210 (FIG. 20A) is displayed on the display .
[0202] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.
[0203] As described above, when the main character, successor characters, and support cards are registered, the preparation stage processing is completed.
[0204] <Growth stage treatment> When the preparation stage process is completed, the development stage process starts. In the development stage process, it becomes possible to develop the main character. In the following, for ease of understanding, the basic flow of the development main game will first be described.
[0205] FIG. 19 is a diagram for explaining a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 19, the training game is composed of the 1st turn to the 78th turn, and has a game nature in which various parameters are updated according to the selection result of the player in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.
[0206] FIG. 20A is a diagram illustrating a game screen 210. FIG. 20B is a diagram illustrating a special race screen 230. When the process moves to the development stage, the game screen 210 shown in FIG. 20A is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing in training, which will be described later. The stamina display section 211 is displayed so that the remaining amount of the "stamina" of the current main character can be visually grasped relative to the upper limit value of "stamina".
[0207] The main character is also provided with a "condition" parameter. The condition display section 212 displays the main character's current "condition" in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that the character can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race will be, and the greater the increase in ability parameters due to training.
[0208] As shown in FIG. 20A, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character in the form of a numerical value and a rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + The skill level is displayed in one of 16 stages (16 levels in total). Specifically, in this embodiment, the numerical values and ranks of each of the ability parameters "Speed", "Stamina", "Power", "Spirit" and "Wisdom" are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points possessed by the main character in the training game as a numerical value.
[0209] 20A, a rest operation section 215 marked "Rest", a training operation section 216 marked "Training", a skill operation section 217 marked "Skill", a going out operation section 218 marked "Going Out", a personal race operation section 219 marked "Race", and a shop operation section 220 marked "Shop" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210. An item operation section 221 is displayed at the center of the game screen 210.
[0210] As shown in Fig. 19, the player can select any one of the following options at each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), "Race" (individual race operation unit 219), or "Special Race" (special race operation unit 231) (described later). At this time, as shown in Fig. 19, the options that can be selected at each turn are preset.
[0211] When the "Rest" item is selected, stamina is restored, and when the "Going Out" item is selected, condition improves. When the "Training" item is selected, training, which will be described later, can be performed, when the "Race" item is selected, the main character can run in an individual race, and when the "Special Race" item is selected, the main character can run in a special race, which will be described later. When the "Rest", "Training", "Going Out", "Race", or "Special Race" item is selected and the game result is derived, the current turn ends and the game moves to the next turn.
[0212] In this embodiment, turns are set in which the items in the rest operation section 215, training operation section 216, outing operation section 218, and personal race operation section 219 cannot be selected, such as turns 74, 76, and 78 shown in Fig. 19. At such turns, a special race screen 230 is displayed on the display 26, as shown in Fig. 20B.
[0213] The special race screen 230 displays a special race operation section 231 labeled "Special Race," a skill operation section 217, a shop operation section 220, and an item operation section 221, and the player can select any of the operation sections. When the special race operation section 231 is selected, a special race different from the individual race that is executed when the individual race operation section 219 is selected is executed. The special race is a total of three races, one each on the 74th turn, the 76th turn, and the 78th turn, and the winner is determined based on the cumulative value of victory points, which will be described later.
[0214] On the other hand, the skill operation unit 217, the shop operation unit 220, and the item operation unit 221 are set to be selectable at all times in all turns. Although details will be described later, even if a skill is acquired, a shop is used, or an item is used by operating the skill operation unit 217, the shop operation unit 220, or the item operation unit 221, the turn does not end.
[0215] In this embodiment, when an individual race or special race is held, the main character can earn victory points and special currency according to the finishing order of the race. In each race, the number of victory points and special currency to be earned is determined according to the finishing order. The higher the finishing order, the greater the number of victory points and special currency to be earned.
[0216] In addition, the more difficult the race, the more victory points and special currency can be earned. For example, in the case of a race of a higher grade such as GI, GII, or GIII, the more victory points and special currency can be earned.
[0217] In the training game of this embodiment, a predetermined target point is set for each specified turn section. As described above, in this embodiment, the training game is composed of the 1st turn to the 78th turn. Here, the 1st turn to the 24th turn are called the early turn section, the 25th turn to the 48th turn are called the middle turn section, the 49th turn to the 72nd turn are called the late turn section, and the 73rd turn to the 78th turn are called the final turn section.
[0218] A target point is set for each of the initial turn section, the middle turn section, and the later turn section. The target points set for each turn section may be the same or different. The player can progress through the training game up to the final turn section by successively reaching the target point by accumulating the winning points acquired in each turn section.
[0219] In addition, the target points are set based on the aptitude parameters related to the course suitability and the aptitude parameters related to the distance suitability of the main character to be trained. For example, the target points of a main character whose aptitude parameters for turf are higher than those for dirt are set higher than the target points of a main character whose aptitude parameters for dirt are higher than those for turf. Also, for example, different target points may be set according to the highest parameter type among the aptitude parameters of short distance, mile, middle distance, and long distance. Also, different target points may be set according to a combination of aptitude parameters related to course suitability and distance suitability. In this way, the target points set for each main character may differ depending on the aptitude parameters related to course suitability and distance suitability. Note that the target points may be set based on the aptitude parameters related to the leg type suitability in addition to the course suitability and distance suitability of the main character.
[0220] 20A shows the target points for the current turn section and the remaining victory points, which are the remaining victory points required to reach the target points. By displaying the target points and the remaining victory points, the player can grasp the victory points to be acquired in the current turn section.
[0221] The victory points acquired by the player are reset for each initial turn section, middle turn section, and later turn section. However, the victory points acquired by the player may be accumulated sequentially without being reset for each turn section.
[0222] When the target points are achieved in the early, middle, and late turn sections, the player can proceed to the final turn section of the training game. In the final turn section, three special races (first, second, and third races) are held, and the winner is determined based on the cumulative points earned according to the race results.
[0223] The more you progress in the special races, the more victory points you can earn. Specifically, of the three races, the number of victory points you can earn for coming first in the second race is greater than the number of victory points you can earn for coming first in the first race, and the number of victory points you can earn for coming first in the third race is greater than the number of victory points you can earn for coming first in the second race.
[0224] Also, so-called non-player characters (hereinafter referred to as NPCs) who compete against the main character in all three races have the same character ID. However, the parameters of the NPCs are set to become higher as the special race progresses. For example, the correction value added to the NPC's ability parameters is increased in the order of the first race, the second race, and the third race, and the NPC's ability parameters are increased. In addition, in the final turn section, even if the ranking in the special race is below a predetermined ranking (for example, second place or lower), the training game does not end and the special race can be continued.
[0225] Fig. 21A is a first diagram illustrating the training screen 240. Fig. 21B is a second diagram illustrating the training screen 240. When the training operation section 216 of the game screen 210 is operated, the training screen 240 is displayed on the display .
[0226] 21A, training items are displayed at the bottom of the training screen 240. Here, a speed operation section 241 marked "Speed" and a stamina operation section 242 marked "Stamina" and a power operation section 243 marked "Power" and a will operation section 244 marked "Spirit" and a wisdom operation section 245 marked "Wisdom" are displayed.
[0227] When the player taps once on any of the operation units 241-245, the training item corresponding to the tapped operation unit 241-245 is provisionally selected, and the operation unit 241-245 corresponding to the provisionally selected training item is highlighted. Fig. 21A shows a state in which the power operation unit 243 is provisionally selected. Fig. 21B shows a state in which the stamina operation unit 242 is provisionally selected.
[0228] In addition, the training level for each training item is also displayed on each operation unit 241 to 245. The training level is a parameter that increases according to the number of times each training item is selected, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0229] Moreover, the operation units 241 to 245 during the provisional selection display a failure rate display unit 246 marked "Failure." The failure rate displayed as a numerical value in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.
[0230] Furthermore, in the status display section 213, training corresponding to the provisionally selected operation sections 241 to 245 is executed, and the value by which the ability parameter will increase if the training is successful is displayed. For example, in the example shown in FIG. 21A, the power operation section 243 is provisionally selected, and "+8" and "+10" are displayed in "Stamina" and "Power" in the status display section 213. In the example shown in FIG. 21B, the stamina operation section 242 is provisionally selected, and "+15" and "+5" are displayed in "Stamina" and "Spirit" in the status display section 213.
[0231] Furthermore, in the operation units 241-245 corresponding to the training items in which a predetermined event occurs when the training is executed and successful, an event notification display 247 is displayed. Note that the event notification display 247 can be displayed in different manners depending on the type of event.
[0232] 21B, in the upper right portion of the training screen 240, a placed character icon 248 of a character placed in the training is displayed for each of the temporarily selected operation units 241 to 245. If the training is successful and a predetermined event occurs corresponding to the character displayed in the placed character icon 248, an event notification display 247 is displayed in the corresponding placed character icon 248. Hereinafter, the placed character icon 248 on which the event notification display 247 is displayed is referred to as an event placed character icon 249. Hereinafter, the training in which a character is placed is referred to as a joint training.
[0233] In this embodiment, the character placed in the training is a support character. When the training in which the support character is placed is executed, a second event linked to the placed support character may occur. When this second event occurs, an event notification display 247 is displayed on the placed character icon 248. When the training in which the support character is placed is successful, the parameter increase value of the main character is higher than when the training in which the support character is not placed is successful.
[0234] However, without being limited thereto, the characters arranged in the training may be characters other than the support characters corresponding to the support cards registered by the player in the preparation stage processing. For example, the characters arranged in the training may be characters selected by random drawing from among all the support characters implemented in the game. In this case, the character icon 248 indicating the character other than the support character registered by the player is displayed on the training screen 240. Also, when the training in which the character icon 248 is displayed is executed, an event associated with the character other than the support character registered by the player may occur. Here, the occurrence rate of the event associated with the character not registered by the player is lower than the occurrence rate of the event associated with the support character registered by the player. In this case, the event notification display 247 may be displayed on the character icon 248 displayed on the training screen 240.
[0235] 21C is a diagram illustrating a training result notification screen 240a. When any of the temporarily selected operation units 241 to 245 is tapped again, the training corresponding to the tapped operation unit 241 to 245 is executed. When the training is executed, a training result notification screen 240a in which the success or failure of the training is notified is displayed on the display 26. Here, the word "Success" is displayed to notify the player of the success of the training.
[0236] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.
[0237] 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 performed. When speed, stamina, power, or tenacity training is performed and the training is successful, physical strength decreases. On the other hand, when wisdom training is performed and the training is successful, physical strength is restored.
[0238] 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.
[0239] 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.
[0240] 21D is a diagram illustrating the event screen 240b. When the display of the training result report screen 240a ends, the event screen 240b may be displayed on the display 26. Various events are executed on the event screen 240b. Note that multiple events may occur during one turn.
[0241] 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 an individual race, which will be described later.
[0242] The events include the first hint event and the second hint event that have skills, as well as an event that recovers stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. As will be described in detail later, the events include an event in which the turn that occurs is predetermined, and an event that occurs when a predetermined lottery is won. In addition, there are events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred have ended, the game screen 210 for the next turn is displayed.
[0243] FIG. 22A is a first diagram for explaining an inheritance event. FIG. 22B is a second diagram for explaining an inheritance event. FIG. 22C is a third diagram for explaining an inheritance event. FIG. 22D is a fourth diagram for explaining an inheritance event. In the above-mentioned factor activation turn, an inheritance event occurs with the start of the turn. This inheritance event is a scenario-common event described later, and always occurs in the same turn regardless of the scenario selected by the player. In this embodiment, the 1st turn, the 30th turn, and the 54th turn are set as factor activation turns, but here, a case where an inheritance event occurs in the 30th turn will be described.
[0244] When the 30th turn starts, first, as shown in FIG. 22A, the main character and an operation part marked "Touch" are displayed on the event screen 240b. When the operation part displayed on the event screen 240b is tapped, an animated image including the main character and two inherited characters is displayed as shown in FIG. 22B. When the operation part is tapped, a lottery is performed to determine whether or not to activate all factors possessed by a total of six characters trained in the first and second inherited generations.
[0245] Then, as shown in Fig. 22C, the factors that have been selected by lottery and have been determined to be activated are displayed, and then, as shown in Fig. 22D, the types of ability parameters or aptitude parameters that increase as a result of the activation of the factors and the increase values are displayed, and the parameters are updated. When the inheritance event ends, the game screen 210 shown in Fig. 20A is displayed, and the player can select one of the items. At this time, the increase values of the ability parameters or aptitude parameters displayed in the inheritance event are added to the status display section 213.
[0246] Fig. 23A is a first diagram illustrating the skill screen 250. Fig. 23B is a second diagram illustrating the skill screen 250. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 250 shown in Fig. 23A is displayed on the display 26.
[0247] A skill display field 251 is displayed on the skill screen 250. The skill display field 251 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of the occurrence of various events, etc. Furthermore, when a first hint event or a second hint event occurs for a possessed skill, the skill points consumed to acquire the possessed skill are discounted. Here, for possessed skills for which a hint has been obtained, the skill points required to acquire the skill are discounted and displayed. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the skill display field 251.
[0248] Furthermore, for each skill displayed on the skill screen 250, the activation conditions and the effect when the skill is activated are displayed.
[0249] Also displayed at the top of the skill screen 250 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 250 is the current number of turns.
[0250] When the player consumes skill points to acquire a possessed skill based on their operation, as shown in FIG. 23B, the acquired skill is displayed as "GET" to notify the player that the possessed skill has been acquired, and the skill points consumed are subtracted from the skill points displayed in skill point display unit 214 and the display is updated.
[0251] Fig. 24A is a first diagram illustrating an individual race selection screen 260. When the individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 260 shown in Fig. 24A is displayed. The individual race has a game nature in which the main character races against an NPC.
[0252] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 260. An individual race selection operation section 261 for selecting a race event in which the main character will compete is displayed at the center of the individual race selection screen 260. When multiple individual race selection operation sections (sub-commands) 261 are displayed on the individual race selection screen 260, different individual races are set for each of the multiple individual race selection operation sections 261. A start operation section 262 marked "Start" is displayed at the bottom of the individual race selection screen 260. The races that can be selected by the individual race selection operation section 261 of the individual race selection screen 260 are set in advance for each turn.
[0253] Furthermore, entry conditions are set in advance for each race, and the player can enter the main character 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 individual race selection operation unit 261 as shown in FIG. 24A, and a notice is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the individual race selection screen 260.
[0254] FIG. 24B is a diagram for explaining an individual race start screen 270. When the start operation unit 262 is operated in a state in which the race event of the individual race to be participated is selected by the individual race selection operation unit 261, the individual race start screen 270 shown in FIG. 24B is displayed. A strategy display unit 271 is displayed in the center of the individual race start screen 270. In addition, the strategy display unit 271 highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 272 marked "Change". When the change operation unit 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating the strategy change screen.
[0255] Further, at the bottom of the individual race start screen 270, a result operation section 273 marked "Result" and a race operation section 274 marked "Race" are displayed.
[0256] When the race operation unit 274 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a video of the development of the race (hereinafter also referred to as race video) is displayed.
[0257] FIG. 24C is a first diagram for explaining the individual race result screen 280. FIG. 24D is a second diagram for explaining the individual race result screen 280. When the playback of the race video ends, and when the result operation unit 273 is operated, the individual race result screen 280 is displayed on the display 26. As shown in FIG. 24C, the individual race result screen 280 displays the finishing order of the main character in the individual race. Also, as shown in FIG. 24D, the individual race result screen 280 displays the current class of the main character.
[0258] In this embodiment, the main character is classified according to the number of fans acquired. A range of the number of fans is set for each class, and here, the main character is classified into one of eight classes according to the number of fans. The individual race result screen 280 displays the number of fans, victory points, and special currency acquired in the current individual race. The individual race result screen 280 also displays the cumulative number of fans obtained by adding the newly acquired number of fans to the number of fans previously acquired. The current class corresponding to the cumulative number of fans is also clearly displayed. The individual race result screen 280 also displays the cumulative victory points obtained by adding the newly acquired victory points to the previously acquired victory points, and the value of the cumulative special currency obtained by adding the newly acquired special currency to the previously acquired special currency.
[0259] Fig. 25 is a diagram illustrating an example of the item exchange screen 300. For example, when the shop operation unit 220 of the game screen 210 shown in Fig. 20A is tapped, the item exchange screen 300 shown in Fig. 25 is displayed. On the item exchange screen 300, the player can consume the special currency acquired by the player and exchange it for a predetermined item displayed on the item exchange screen 300. Note that, on the game screen 210 shown in Fig. 20A, the total number of special currencies possessed by the player may be superimposed and displayed below the shop operation unit 220.
[0260] 25, the item exchange screen 300 displays the item operation section 221 and an item exchange list 301. In the item exchange list 301, one or more item exchange tabs 302 are displayed.
[0261] The item exchange tab 302 displays the names of items that the player can exchange (item names), the effects of the items, the required number of special currency required for the exchange, the exchange deadline, and the item exchange operation unit 303. The exchange deadline is displayed on each item exchange tab 302, for example, the number of remaining turns from the current turn until the player can exchange. On the item exchange screen 300, items are replaced at regular intervals (predetermined turns). The exchange deadline is the number of remaining turns until the item replacement. In addition, in the item exchange, a lottery is held every turn during the training game, and a sale may occur with a certain probability. The period during which the sale occurs is, for example, from the turn when the sale occurs to the turn when the next item is replaced. During the sale period, the required number of special currency required for item exchange is smaller than outside the sale period.
[0262] Items that players can exchange include, for example, parameter changing items, status imparting items, training level changing items, skill hint acquisition items, character rearrangement items, training effect changing items, stamina consuming items, failure rate changing items, event parameter changing items, etc.
[0263] The parameter change item is an item that changes the parameters of the main character, for example, the parameter change item increases the value of a target parameter from among the main character's speed, stamina, power, tenacity, intelligence, physical strength, physical strength upper limit, condition, skill points, and number of fans by a predetermined value.
[0264] A status-granting item is an item that grants a status to the main character. For example, a status-granting item grants an advantageous or disadvantageous status to the main character. An advantageous status includes, for example, a status that increases the increase in various parameters of the main character, a status that reduces the consumption of skill points required to acquire a skill, and the like. An disadvantageous status includes, for example, a status that causes an event to occur that decreases various parameters of the main character, a status that prevents the increase in various parameters, and the like.
[0265] The training level change item is an item that changes the training level of each training item. For example, the training level change item increases the training level of a target training item from among speed, stamina, power, tenacity, and intelligence by a predetermined value.
[0266] The skill hint acquisition item is an item that allows the main character to possess or acquire a skill by generating a skill event. For example, the skill hint acquisition item can allow the main character to possess or acquire various skills shown in FIG. 6C.
[0267] The character rearrangement item is an item that rearranges a character that is arranged in a certain training to another training as shown in Figures 21A and 21B. The rearrangement of characters will be described later.
[0268] The training effect changing item is an item that changes the training effect of training for a certain period of time. Specifically, the training effect changing item increases the fixed increase value of the ability parameter of the main character due to training, which will be described later, by a predetermined value for a certain period of time. For example, the training effect changing item increases the fixed increase value of the ability parameter due to the target training among each training item (speed, power, guts, stamina, intelligence) by 〇% for 〇 turns.
[0269] A stamina consuming item is an item that increases the amount of stamina consumed in training, thereby improving the training effect. Specifically, a stamina consuming item increases a fixed increase in the ability parameters of the main character through training by a predetermined amount, which will be described later. By using a stamina consuming item in combination with a training effect changing item, the training improvement effect can be increased.
[0270] The failure rate change item is an item that changes the failure rate of a target training item. For example, the failure rate change item reduces the failure rate of a target training item among each training item (speed, power, guts, stamina, and intelligence) by a predetermined value.
[0271] The event parameter change item is an item that changes the parameter change value of the main character that is granted when an event occurs after a race. For example, the event parameter change item increases the target parameter change value of the main character's speed, stamina, power, tenacity, intelligence, physical strength, physical strength upper limit, condition, skill points, and number of fans by a predetermined value.
[0272] An item exchange list 301 shown in FIG. 25 displays examples of a training effect changing item, an event parameter changing item, and a parameter changing item. When the item exchange operation unit 303 of each item exchange tab 302 is tapped, a subtraction process is executed to subtract the required number of special currency written in the item exchange tab 302 from the total value of the special currency acquired by the player, and an assignment process is executed to assign the item written in the item exchange tab 302 to the player. Note that at least some of the items exchangeable in the item exchange tab 302 include finite items whose number of exchanges (i.e., number of purchases) is limited to a predetermined number or less. When the number of assigned finite items reaches the upper limit, the player will no longer be able to exchange the finite items even if he has special currency.
[0273] Furthermore, when the item operation unit 221 is tapped, an item use screen (not shown) is displayed on the display 26. The item use screen displays a list of items possessed by the player. The list of items also includes items exchanged on the item exchange screen 300. In other words, the item use screen displays items granted to the player in exchange for special currency. Note that the item use screen may also display items obtained in various events. The player can use various items by tapping on the items displayed on the item use screen.
[0274] In this embodiment, by operating the item operation unit 221, the player can use various items exchanged for special currency (parameter change item, status imparting item, training level change item, skill hint acquisition item, character rearrangement item, training effect change item, stamina consumption item, failure rate change item, event parameter change item) on each screen. When each item is used, for example, an icon representing the effect currently exerted by using the item may be displayed on the training screen 240 shown in FIG. 21A. At this time, the number of turns for which the effect is exerted by using the item may also be displayed below the icon. Note that, as shown in FIG. 25, a period during which each item can be exchanged is set. The player can exchange each item for special currency within the exchangeable period set for each item. Note that, each item does not need to have an exchangeable period.
[0275] 26 is a diagram for explaining the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The details of the turn start processing will be described later, but here, the general flow of the turn start processing will be described.
[0276] 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 main character, 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.
[0277] 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.
[0278] 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.
[0279] 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.
[0280] 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.
[0281] 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 main character in the setting game, i.e., in the preparation stage processing.
[0282] 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.
[0283] 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.
[0284] In this embodiment, the first event is selected by lottery from among the support events associated with the support cards registered in the deck by the player in the preparation stage process. However, this is not limited to this, and a support event associated with a support card selected by lottery from among all support cards implemented in the game may be selectable. In this case, the selection probability of a support event associated with a support card registered in the deck may be higher than the selection probability of a support card event associated with a support card not registered in the deck.
[0285] 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 main character and the support card, respectively. These event types are classified according to the information that is referenced when determining whether an event will occur.
[0286] 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.
[0287] 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 main character. The aptitude event is an event that increases or decreases the aptitude parameters of the main character. 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.
[0288] 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.
[0289] In this embodiment, the turn start process includes a process for determining a scenario event, a process for determining an exclusive event, and the processes shown in FIG. 26, "a process for determining whether a first event occurs", "a process for determining whether a support character is deployed", "a process for determining an increase in an ability parameter", and "a process for determining a second event". The processes are executed in the following order: process for determining a scenario event, process for determining an exclusive event, "process for determining whether a first event occurs", "process for determining whether a support character is deployed", "process for determining an increase in an ability parameter", and "process for determining a second event". Note that various other processes are executed in the turn start process, but here, the processes shown in FIG. 26 will be explained in order.
[0290] <Process to determine whether the first event has occurred> The first event is selected by lottery from among the support events (first events) associated with the support cards registered by the player in the preparation stage process. Specifically, at the start of a turn, a random number is randomly acquired, and based on the acquired random number and the first event table, the occurrence or nonoccurrence of the first event and the contents of the first event are determined. In the first event table, a selection ratio of "occurring" or "not causing" the first event is set. In this embodiment, the first event includes four types of events, namely, event a, event b, event c, and event d. For example, in the first event table, the probability of "occurring" each event (events a to d) is set to 20%, and the probability of "not causing" the first event is set to 20%. The selection ratio of the first event may be set individually for each support card, i.e., for each support character.
[0291] <Process to determine whether or not to place support characters> FIG. 27 is a diagram for explaining the arrangement table. As shown in FIG. 27, the arrangement table has a selection ratio of the arrangement of training items for support characters ("arrange in one of the training items" or "not arrange"). In this embodiment, the arrangement of all support characters corresponding to all support cards registered by the player in the preparation stage process is determined based on the arrangement table shown in FIG. 27. Specifically, at the start of a turn, a random number is randomly obtained, and the arrangement of training items for each support character is determined based on the obtained random number and the arrangement table. However, the present invention is not limited to this, and the arrangement of training items for each support character may be selected by lottery from among all support characters corresponding to all support cards implemented in the game.
[0292] Specifically, as shown in FIG. 27, in this embodiment, the support character is selected to be "placed" in any one of the training items of speed, stamina, power, tenacity, and intelligence with a probability of 16%, and "not placed" in any training item with a probability of 20%. Note that, as shown in FIG. 17A, a plurality of types of favorite training are set for the support character. Therefore, for example, the selection ratio of the support character to be placed in each training item may be set so that the training item corresponding to the favorite training is higher than the training item corresponding to the other than the favorite training. When a lottery is performed, a lottery table in which the selection ratio in the lottery is determined may be stored in advance, or a lottery table may be created each time a lottery is performed.
[0293] When the training item to be placed for the support character is determined, the support character determined to be placed may be linked to the determined training item and stored in the server 1000. More specifically, the server 1000 may store linking information linking a training ID indicating a type of training item to a character ID of the support character or a support card ID of a support card linked to the support character.
[0294] <Process to determine the increase in ability parameters> FIG. 28A is a diagram for explaining the training level table. As shown in FIG. 28A, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, each training level related to "Speed", "Stamina", "Power", "Spirit" and "Wisdom" is set to "Level 1", when the number of times each training is selected is 4 or more and 7 or less, each training level is set to "Level 2", when the number of times each training is selected is 8 or more and 11 or less, each training level is set to "Level 3", when the number of times each training is selected is 12 or more and 15 or less, each training level is set to "Level 4", and when the number of times each training is selected is 16 or more, each training level is set to "Level 5".
[0295] 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.
[0296] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the ability parameters "Speed" and "Power" increase.
[0297] In addition, "Stamina" training is performed, and if successful, the values of the ability parameters "Stamina" and "Spirit" will increase.
[0298] In addition, "Power" training is performed, and if successful, the values of the ability parameters "Stamina" and "Power" increase.
[0299] In addition, when "Spirit" training is performed and is successful, the values of the ability parameters "Speed," "Power," and "Spirit" increase.
[0300] In addition, "Wisdom" training is performed, and if successful, the values of the ability parameters "Speed" and "Wisdom" are increased.
[0301] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value, which is determined corresponding to the training item and training level performed, by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.
[0302] FIG. 28B is a diagram illustrating a fixed increase value (speed) table. Also, FIG. 28C is a diagram illustrating a fixed increase value table (power). That is, FIG. 28B shows a fixed increase value when the training item is "Speed". Also, FIG. 28C shows a fixed increase value when the training item is "Power".
[0303] As shown in Figures 28B and 28C, 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 28B and 28C, the higher the training level, the greater the increase in ability parameter.
[0304] Although not described here, there are also fixed increase value tables provided for when "Stamina," "Spirit," and "Wisdom" are selected as training items.
[0305] In addition to the above-mentioned fixed increase value, a bonus addition rate is determined based on the support characters placed for each training item.
[0306] 28D is a diagram illustrating a bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the support characters whose placement is determined for each training.
[0307] Specifically, as shown in FIG. 28D, the bonus addition rate table sets the presence or absence of a bonus addition rate and a selection ratio of the addition rate (10% increase or 20% increase) for the support character.
[0308] The bonus addition rate has a 50% probability of "none," a 25% probability of "10% up," and a 25% probability of "20% up."
[0309] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The bonus addition value is added to the fixed increase value, and this value is determined as the increase amount of the ability parameter value when the training is successful. For training in which multiple support characters are placed, the bonus addition value of each of the multiple support characters placed is added to the fixed increase value. In this way, the increase amount of the main character's ability parameter when the training is successful is determined for all training types.
[0310] <Process to determine whether the second event has occurred> FIG. 29 is a diagram illustrating the second event table. The second event is selected by lottery from among the support events (second events) linked to the support cards corresponding to the support characters arranged in each training item. Specifically, after the "process of determining whether or not a support character is arranged", a random number is randomly obtained, and whether or not the second event occurs is determined based on the obtained random number and the second event table. In the second event table, a selection ratio of "occurring" or "not occurring" the second event is set.
[0311] For example, as shown in FIG. 29, the second events include four types of events: event A, event B, event C, and event D. For example, in the second event table, the probability of "occurring" each event (events A to D) is set to 5%, and the probability of "not causing" the second event is set to 80%. Note that the selection ratio of the second event may be set individually for each support card, i.e., support character.
[0312] In this embodiment, after the "process of determining whether or not the support character is arranged", a process of determining whether or not the second event occurs for all support characters arranged in each training item is performed. Then, based on the determination of the second event occurrence, an event notification display 247 is displayed on the training screen 240. When the player selects a training in which a character for which the second event occurrence has been determined is arranged, the second event occurs after the training is performed. For example, when the appearance of the second hint event of the support character arranged in the speed training is determined, when the speed training is performed, the second hint event always appears after the training is performed. However, when a training other than the speed is performed, this second hint event does not appear after the training is performed. In this case, when the second event occurrence has been determined for two or more characters, which second event is to be generated is determined by lottery or the priority of the support event set in advance. For example, which of the multiple second events is to be generated is determined with equal probability. However, without being limited to this, weighting may be set according to the type of the second event, and which of the multiple second events is to be generated may be determined according to the set weighting. When the occurrence of second events is determined for two or more characters, all of the determined second events may be caused to occur.
[0313] Here, for example, when the appearance of the second event is determined, appearance information indicating whether or not the support event will appear may be linked to the support card or support character linked to the second event, and stored in the server 1000. More specifically, linking information linking the appearance information to the character ID of the support character or the support card ID of the support card linked to the support character may be stored in the server 1000.
[0314] The above-mentioned "processing for determining whether or not a first event will occur," "processing for determining whether or not a support character will be positioned," "processing for determining the increase value of ability parameters," and "processing for determining whether or not a second event will occur" are executed, and when training operation unit 216 is operated, for example, training screen 240 shown in FIG. 21B is displayed on display 26.
[0315] As described above, on the training screen 240 shown in FIG. 21B, two types of arranged character icons 248 arranged in the stamina training item are displayed by the "processing for determining whether or not to arrange a support character."
[0316] Furthermore, on the training screen 240, the increase in the ability parameter determined by the "process of determining the increase in the ability parameter" is displayed in the status display section 213. Also, on the training screen 240, an event notification display 247 for notifying the second event determined by the "process of determining whether or not a second event has occurred" is displayed.
[0317] At this time, when the item operation unit 221 is tapped and a character rearrangement item is used, a "process for determining the training items to be rearranged" is executed.
[0318] <Process for determining training items to be rearranged> In the "process to determine which training items to reassign", a lottery is held to determine which training item a support character determined to be placed in the "process to determine whether or not to place a support character" will be reassigned to: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."
[0319] Here, when a character relocation item is used, one random number is redrawn, and the placement of each support character in each training item is re-determined based on the redrawn random number and the placement presence / absence table shown in FIG. 27. That is, the placement of each support character in each training item is re-drawn. At this time, if the placement position of the support character in the training item after the re-drawn is the same as the placement position of the support character in the training item before the re-drawn (i.e., the placement position determined in the "process for determining whether or not the support character is placed"), the random number is re-drawn again. Then, again, the placement of each support character in each training item is re-determined based on the redrawn random number and the placement presence / absence table shown in FIG. 27. This process is repeatedly executed until the placement position of the support character in the training item after the re-drawn is different from the placement position of the support character in the training item before the re-drawn (i.e., the placement position determined in the "process for determining whether or not the support character is placed"). Alternatively, a dedicated re-drawn table may be used so that the training items to be re-drawn are different, so that the support characters are not re-arranged in the same training item. As a result, the placement of each support character in each training item after the "processing for determining which training items to rearrange" will be different from the placement of each support character in each training item after the "processing for determining whether or not to rearrange a support character."
[0320] Furthermore, when a character rearrangement item is used, the occurrence or non-occurrence of a second event is re-drawn based on the random number selected by drawing in the "process of determining whether a second event will occur" and the second event table. Here, the re-draw is performed using the same random number and the same second event table as those used in the "process of determining whether a second event will occur", so the second event re-drawn after using a character rearrangement item will be the same as the second event whose occurrence was determined in the "process of determining whether a second event will occur".
[0321] In other words, even if the placement of the support characters for each training item changes, the occurrence or non-occurrence of the second event and the type of the second event that has been determined to occur are maintained without change. Note that in this embodiment, the second event is re-selected using the same random number, but the second event determined in the "process for determining whether or not the second event will occur" may be used as is without re-selecting. Note that the re-selection of the placement of each support character for each training item and the re-selection of whether or not the second event will occur are performed every time a character rearrangement item is used.
[0322] In addition, in the re-draw process when using a character rearrangement item, a re-draw may be performed to link the character ID of the support character or the support card ID of the support card linked to the support character with the training ID indicating the type of training item. At this time, linking information linking the character ID of the support character or the support card ID of the support card linked to the support character with appearance information indicating the presence or absence of the appearance of a support event may be maintained.
[0323] The re-draw may be performed, for example, so that each training item has an equal probability of winning. Alternatively, the re-draw may be performed so that each training item has a different probability of winning. In addition, for example, the re-draw may be performed so that the training items are more likely to be placed in the support character's specialty training (see FIG. 17A). When the re-draw is performed, a draw table in which the selection ratio in the draw is determined may be stored in advance, or a draw table may be created each time the draw is performed.
[0324] After the "process of determining training items to be rearranged" is executed, a post-rearrangement training screen 310 is displayed on the display 26.
[0325] Fig. 30 is a diagram illustrating the post-rearrangement training screen 310. As shown in Fig. 30, the post-rearrangement training screen 310 displays two types of arranged character icons 248 arranged in the guts training item by the "process of determining the training items to be rearranged".
[0326] One of the two types of placed character icons 248 is an event placed character icon 249 displaying an event notification display 247. The event placed character icon 249 shown in Fig. 30 is the same as the event placed character icon 249 shown in Fig. 21B.
[0327] That is, the event placement character icon 249 shown in FIG. 21B is rearranged from the stamina training item to the guts training item as shown in FIG. 30 by the "processing of determining training items to be rearranged".
[0328] Here, as described above, the second event re-drawn after the character rearrangement item is used will be the same as the second event whose occurrence was determined in the "process of determining whether or not a second event will occur." As a result, as shown in Fig. 30, the post-rearrangement training screen 310 displays an event placement character icon 249 displaying an event notification display 247 for notifying the second event determined in the "process of determining whether or not a second event will occur" before the execution of the "process of determining the training items to be rearranged."
[0329] This allows the appearance of the second event of the support card to be maintained while only the training item in which the support character is placed to be rearranged, making it easier for the second event to occur in the training item desired by the player, thereby improving the convenience of the training game.
[0330] The turn start process of this embodiment includes a process for determining whether or not a rival character is placed and a process for notifying the placement of a rival character, as shown in Fig. 31. Fig. 31 is a diagram for explaining the general flow of the turn start process. A rival character is an NPC that appears in an individual race and competes with the main character in the individual race.
[0331] Rival characters are composed of characters with the same character ID as normal NPCs (hereinafter referred to as normal NPCs) that appear in normal individual races when rival characters do not appear. However, rival characters are characters with higher parameters than normal NPCs. For example, rival characters have ability parameters that are a predetermined multiple (e.g., 1.1 times) of the ability parameters of normal NPCs with the same character ID. Therefore, in individual races in which rival characters appear, the game basically has the nature of a rival character competing with the main character for ranking (first place).
[0332] <Process for determining whether or not to place rival characters> Fig. 32 is a diagram illustrating a placement presence / absence table. As shown in Fig. 32, the placement presence / absence table sets a selection ratio of whether or not a rival character is placed ("place" or "do not place"). In this embodiment, the placement presence / absence of a rival character is determined based on the placement presence / absence table shown in Fig. 32.
[0333] In this embodiment, a rival character is placed when there is a race in which the suitability parameters related to the field suitability and distance suitability of the current main character are equal to or greater than a predetermined value (for example, C or higher) among the individual races appearing in the current turn. Therefore, the "processing for determining whether or not to place a rival character" first determines whether or not there is a race in which the suitability parameters related to the field suitability and distance suitability of the current main character are equal to or greater than a predetermined value (hereinafter referred to as a suitable race) among the individual races (racing events) appearing in the current turn.
[0334] In this embodiment, the selection ratio of rival characters is changed according to the difficulty level of the matching race, as shown in Fig. 32. Specifically, as shown in Fig. 32, when the difficulty level (grade) of the matching race is GI, there is a 60% probability that "place" a rival character is selected, and a 40% probability that "do not place" is selected.
[0335] Furthermore, when the difficulty level of the compatible race is GII, there is a 50% probability that "place" is selected for the rival character, and a 50% probability that "do not place" is selected for the rival character. When the difficulty level of the compatible race is GIII, there is a 40% probability that "place" is selected for the rival character, and a 60% probability that "do not place" is selected for the rival character. However, the selection ratio of rival characters does not have to be changed according to the difficulty level of the compatible race. For example, the selection ratio of rival characters may be uniform regardless of the difficulty level of the compatible race.
[0336] When the placement of the rival characters is decided, the type (character ID) of the rival character to be placed is randomly selected. At this time, a character is randomly selected as a rival character from among characters whose aptitude parameters related to course suitability and distance suitability are equal to or greater than a predetermined value (e.g., C or higher) for the course, such as turf or dirt, and the distance, such as short distance, mile, middle distance, or long distance, set in the suitable race. However, if there are multiple suitable races in one turn, the random selection is made so that the same rival character (character ID) is not duplicated among the multiple suitable races. Furthermore, the random selection of the rival character is performed excluding the main character to be trained.
[0337] Here, the parameters of the rival character may be changed depending on the difficulty level of the matching race. For example, the rival character may have higher parameters as the difficulty level of the matching race increases. Furthermore, the parameters of the rival character may be constant regardless of the difficulty level of the matching race.
[0338] The parameters of the rival character are set higher as the turn of the training game progresses. Specifically, the parameters of the rival character may be set higher in the order of the initial turn section, the middle turn section, and the later turn section. More specifically, the ability parameters of the rival character are 1.1 times the ability parameters of the normal NPC with the same character ID in the initial turn section, 1.3 times the ability parameters of the normal NPC with the same character ID in the middle turn section, and 1.5 times the ability parameters of the normal NPC with the same character ID in the later turn section.
[0339] When the main character participates in a compatible race, a basic reward is given to the player. When the main character wins against a rival character in the compatible race, an additional reward is given to the player in addition to the basic reward. However, the additional reward may be given when the main character participates in a compatible race regardless of whether the main character wins or loses against a rival character. The basic reward is a reward that the player can obtain regardless of whether the main character wins or loses against a rival character. The additional reward is given to the main character to be trained separately from the basic reward, and is, for example, a skill hint related to the venue of the compatible race, a skill hint related to the distance of the compatible race, and a skill hint related to the running style of the main character. The additional reward may be a predetermined event displayed on the display 26. In the predetermined event, for example, a rival character is displayed. The additional reward includes a skill hint and parameters linked to the main character to be trained. The skill hint may be determined based on parameters such as venue suitability, distance suitability, and running style suitability of the main character to be trained.
[0340] In this embodiment, the display of an event and the granting of skill hints or parameters are described as examples of additional rewards. However, the additional reward is not limited to this, and may include a special item that can increase the initial value of the ability parameters of a specific character or strengthen a unique skill provided to the specific character. Here, the specific character is, for example, a character having the same character ID as a rival character. The specific character may be a main character or any character that participates in a compatible race. However, the specific character is not limited to this, and may be any character that the player can acquire, or may be a character that does not participate in a compatible race. Also, one type of special item is granted to the player as an additional reward for each compatible race.
[0341] In this embodiment, there is no limit to the number of times that additional rewards can be awarded in a compatible race, but for example, the number of times that a special item can be acquired in one compatible race in a specified period of time may be limited to a specified number of times. For example, the number of times that a special item can be acquired in one compatible race in one day may be limited to three times. However, the number of times that a special item can be acquired may be changed depending on the type of compatible race (racing event). In this case, the additional rewards acquired in a compatible race are linked to the player ID and stored in the server 1000.
[0342] The number of special items acquired in one acquisition is the sum of the basic number (for example, 3) and the bonus number. The bonus number can be awarded when the main character wins against a rival character.
[0343] Fig. 33 is a diagram for explaining the bonus acquisition number table. In this embodiment, the bonus acquisition number is determined based on the bonus acquisition number table. Specifically, as shown in Fig. 33, the bonus acquisition number table sets the selection ratio of whether or not a special item has a bonus acquired and the number of bonus acquisitions.
[0344] As shown in FIG. 33, the special item is set so that the number of bonuses acquired changes based on the outcome of the matching race (i.e., victory or defeat against a rival character). Specifically, if the main character is defeated by a rival character, the number of bonuses acquired is 0. On the other hand, if the main character wins against a rival character, there is a 50% probability that the number of bonuses acquired will be "1" and a 50% probability that the number of bonuses acquired will be "2."
[0345] <Process for notifying the placement of rival characters> Fig. 34A is a diagram illustrating the notification of the placement of rival characters on the game screen 320. Fig. 34B is a diagram illustrating the notification of the placement of rival characters on the individual race selection screen 330.
[0346] When the placement of the rival character is determined by the "process of determining whether or not to place a rival character", a rival character notification display 321 is displayed superimposed on the individual race operation section 219 of the game screen 320, as shown in FIG. 34A.
[0347] When the individual race operation section 219 on which the rival character notification display 321 is displayed is tapped, an individual race selection screen 330 shown in Fig. 34B is displayed on the display 26. Of the race events in the individual race selection operation section 261 on the individual race selection screen 330, a rival character notification display 321 indicating "rival character will run" is superimposed on the race event for which the placement of a rival character has been determined (suitable race).
[0348] By checking the rival character notification display 321, the player can select whether to play a game in which the main character to be trained is trained, or to compete against a rival character to earn additional rewards, thereby improving the interest of the training game. Note that in this embodiment, an example has been described in which the rival character notification display 321 shown in Figures 34A and 34B is displayed on the display 26 when the placement of the rival character is determined, but the present invention is not limited to this, and the rival character notification display 321 may include, for example, text or an image that can identify the character type of the rival character.
[0349] In this embodiment, at the end of the final turn of each of the early turn section, the middle turn section, and the late turn section, if the main character fulfills a predetermined condition, a bonus event occurs. The predetermined condition may be, for example, that the winning points exceed the target points by a certain value or more, that the main character has won first place a certain number of times in a race of a certain difficulty level (e.g., GI), that the main character has beaten a rival character a certain number of times, etc.
[0350] Bonus events include low bonus events and high bonus events, and the type of bonus event that occurs varies depending on the achievement status of a predetermined condition. A low bonus event is, for example, an event that increases the level of a unique skill set for the main character. A high bonus event is, for example, an event that increases the level of a unique skill set for the main character, as well as an event that increases the main character's parameters by a predetermined value and an event that increases skill points by a predetermined value.
[0351] In this embodiment, when only the basic condition among the predetermined conditions is met, a low bonus event occurs, and when both the basic condition and a specific condition among the predetermined conditions are met, a high bonus event occurs. The content of the high bonus event changes depending on the type of the turn section.
[0352] For example, when the type of turn section is an initial turn section, a high bonus event that occurs will level up the unique skill set for the main character, randomly increase one of the main character's parameters by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +20).
[0353] In addition, when the type of turn section is a mid-term turn section, a high bonus event that occurs will level up the unique skill set for the main character, increase all of the main character's parameters by a predetermined value (e.g., +5), and increase skill points by a predetermined value (e.g., +30).
[0354] In addition, when the type of the turn section is a later turn section, a high bonus event that occurs will level up the unique skill set for the main character, increase all of the main character's parameters by a predetermined value (e.g., +10), and increase skill points by a predetermined value (e.g., +30).
[0355] In addition, in this embodiment, a bonus event occurs when the main character achieves a special condition, in addition to the bonus event that occurs at the end of the above-mentioned turn section. The special condition is, for example, that the main character wins a specific race among the individual races by coming in first place. Specifically, the special condition is, for example, that the main character wins first place a predetermined number of times in individual races in which a specific venue and distance are set, that the main character wins first place a predetermined number of times in individual races in a specific region, or that the main character wins first place in a specific race among the GI races with a high level of difficulty. The bonus event is, for example, an event that increases the main character's parameters by a predetermined value.
[0356] In the above-mentioned training main game, the training game ends when all turns are completed. Also, if the objectives set for each character or the target points set for each specified turn section are not achieved during the training main game, the training game ends at that point.
[0357] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information on the training 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.
[0358] 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, individual race results, and the like at the time when the training game ends. Note that a calculation method of the evaluation points, in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula of the evaluation points are not particularly limited. For example, the evaluation points may be calculated based only on parameters that affect the race results when the trained character participates in a race in a team competition game or another racing game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time when the training game ends.
[0359] 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.
[0360] Fig. 35A is a first diagram illustrating the training completion screen 340. Fig. 35B is a second diagram illustrating the training completion screen 340. Fig. 35C is a third diagram illustrating the training completion screen 340. When the training game ends, as shown in Fig. 35A, the training completion screen 340 is displayed on the display 26. On the training completion screen 340, first, the training rank of the trained character is displayed, and then, as shown in Fig. 35B, an evaluation point is displayed.
[0361] 35C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 340. At this time, a close operation unit 331 is provided on the training completion screen 340. When the close operation unit 331 is tapped, the training completion screen 340 is hidden, and the home screen 100 is displayed on the display 26.
[0362] When the training game ends, a lottery is held to determine the factors that the main character will acquire, and the factor information is linked to the training character and stored. Although not shown in the drawings, the player can display the factor information acquired by the training character on the training completion screen 340.
[0363] In this embodiment, the player can organize the characters generated in the training game into a team and play the team competition game. In the team competition game, a race is simulated using various parameters of the characters that will participate in the race. In addition, the results of individual races in the training game are also derived by simulation.
[0364] When entering a training character or a main character in a race, the player must decide the strategy of the participating character. As described above, four strategies are provided here: "Leader," "Leader," "Crossover," and "Curse," and the player must decide one of these strategies after considering the running style and suitability of the participating character. Then, a simulation of the race is performed based on the strategy decided by the player.
[0365] For example, a character using a "breakaway" strategy is simulated to form part of the leading pack from the beginning of the race, while a character using a "pursuit" strategy is simulated to stay at the back until the end of the race.
[0366] Specifically, in the simulation for deriving the race progress and the race results, parameters that can be recognized by the player, such as speed and stamina, and parameters that cannot be recognized by the player, such as maximum speed and consumed endurance, are used. In the simulation, each of these parameters is determined in association with a strategy, and the character's actions are determined based on the determined parameters. Therefore, it can be said that the strategy determined based on the operation input of the player is one of the parameters used in the simulation for deriving the race progress and the race results. In this way, in the simulation, other parameters are set based on the strategy selected by the player, and the character's actions are determined based on the other parameters, so that the participating character operates autonomously. As a result, even if the participating character is the same, the race progress and the race results can be significantly different by changing the strategy.
[0367] Here, in order to diversify the course of the race, it is conceivable to further subdivide the strategies that can be set for the participating characters. However, subdividing the strategies makes the design work extremely cumbersome. Also, if there are too many selectable strategies, it becomes more difficult for the player to select the optimal strategy, which may reduce the interest of the game.
[0368] In this embodiment, main attributes and sub-attributes are provided as attributes of a strategy, and each strategy belongs to either the main attribute or the sub-attribute. The four strategies described above, "Leading", "Leading", "Surpassing", and "Catching", all belong to the main attribute. In addition, the sub-attributes are linked to one of the main attributes. In other words, a strategy belonging to a sub-attribute is managed by being linked to one of the main attributes or a strategy belonging to the main attribute.
[0369] For example, a strategy of "escape" belonging to a main attribute is linked to a strategy of "big escape" belonging to a sub-attribute. Then, when a specific condition is not met, the strategy of "escape" of the main attribute can be set. On the other hand, when a specific condition is met, the strategy of "big escape" belonging to the sub-attribute linked to the main attribute can be set, instead of the strategy of "escape" belonging to the main attribute.
[0370] However, if the specific condition is not met, the player may set a strategy of "escape", and if the specific condition is met, the player may select a strategy of "escape" or "big breakaway". Alternatively, if the specific condition is not met, the strategy of "escape" may be set, and if the specific condition is met, the strategy of "escape" or "big breakaway" may be set by lottery. Strategies belonging to the sub-attributes will be described below.
[0371] FIG. 36A is a first diagram explaining a special skill, and FIG. 36B is a second diagram explaining a special skill. In this embodiment, a special skill is provided as a skill possessed by a specific character. When a training game is started with this specific character as the main character, the main character can acquire the special skill during the training game. Here, the skill of "big escape" is provided as the special skill.
[0372] In order to acquire this special skill and make it an acquired skill, it is first necessary to acquire a hint for the special skill. The hint for the special skill has acquisition conditions, and when the acquisition conditions are met, the main character acquires the hint for the special skill. Here, the acquisition condition for the hint for the special skill is set to be that a specific character wins seven GI races during the training game.
[0373] As described above, when the main character participates in an individual race, the individual race result screen 280 shown in FIG. 24C and FIG. 24D is displayed. At this time, if the main character comes in first in the race and, as a result, the number of wins in GI races during one training game reaches seven, a special hint event occurs after the display of the individual race result screen 280 ends. In this special hint event, an event screen 281 is displayed as shown in FIG. 36A. In the event screen 281, the player is notified that he or she has acquired a hint for the special skill "big breakaway".
[0374] When a hint for a special skill is acquired, the main character acquires the special skill. When the main character acquires a special skill, a skill display field 251 corresponding to the special skill is displayed on the skill screen 250 as shown in FIG. 36B. The player can acquire the special skill on the skill screen 250 by consuming skill points.
[0375] 37 is a fourth diagram illustrating the training completion screen 340. When the main character acquires a special skill in the training game, a training character is generated to which the special skill is linked as an acquired skill. In this case, when the training game is completed, the training completion screen 340 notifies the user that the training character has acquired the special skill. Here, an icon labeled "big breakaway" corresponding to the special skill is displayed in the list of acquired skills.
[0376] FIG. 38 is a fourth diagram for explaining the character details dialog 185A. As described above, when the training game is completed, a lottery is held for the factors that the main character will acquire, and the factor information is linked to the training character and stored. The factors include skill factors, and whether or not the main character will acquire a skill factor corresponding to the skill acquired is determined by lottery. In the training game, a factor possessed by a training character registered in the deck as an inherited character is activated with a predetermined probability. When a skill factor is activated, the main character to be trained can acquire a hint for the skill.
[0377] However, no skill factor is set for special skills. Therefore, even if the main character acquires a special skill during the training game, the skill factor corresponding to the special skill will not be given to the main character when the training is completed. Therefore, as shown in FIG. 38, when the character details dialog 185A is displayed for a training character having a special skill, the skill factor corresponding to the special skill will not be displayed.
[0378] In addition, on screens that display detailed information about a training character, such as the training completion screen 340 shown in Figure 37, an icon labeled "Big Break" corresponding to a special skill may be displayed in association with information indicating that no factors will be added.
[0379] In this way, factors are not provided for special skills. Therefore, in this embodiment, after the acquisition condition of the hint of the special skill is established, the special skill cannot be acquired other than by consuming skill points to acquire the special skill. Also, as described above, the acquisition condition of the hint of the special skill is that the specific character wins 7 times in GI. Therefore, if a character other than the specific character is set as the main character, the special skill cannot be acquired. In other words, the special skill can be said to be a skill exclusive to the specific character.
[0380] However, the conditions for acquiring a special skill are not limited to the above. For example, a skill factor corresponding to the special skill may be provided, and the main character may acquire the special skill by activating the skill factor possessed by the inherited character. Also, for example, a first hint event or a second hint event that allows the special skill to be acquired may be set in the support card. Furthermore, a hint event that allows the special skill to be acquired may be provided in a scenario event or a dedicated event set for each character. Also, for example, the player may be able to acquire a special skill or a hint that allows the special skill to be acquired by consuming a special currency acquired by the player.
[0381] When a special skill is acquired, it is activated in individual races during the training game, or in team races in which the trained character competes after training is complete. Normally, each skill is activated if a lottery is won to see whether it will be activated or not, but special skills are always activated when certain activation conditions are met.
[0382] Specifically, the conditions for activating a special skill are set such that the participating character has the special skill as an acquired skill and that the participating character's strategy is "breakaway". When this activation condition is met, the participating character's strategy is changed from "breakaway" to "big breakaway". However, the conditions for activating a special skill are not limited to this. For example, the special skill may be activated when a lottery is won, and the participating character's strategy may be set to "big breakaway".
[0383] FIG. 39A is a diagram for explaining an individual race start screen 270 according to the embodiment. FIG. 39B is a diagram for explaining an individual race start screen 270 according to a modified example. As described above, the strategy is set to "big breakaway" only due to the activation of a skill. Therefore, in this embodiment, even if a player has a special skill, the strategies that the player can select are limited to the four strategies belonging to the main attribute. Therefore, as shown in FIG. 39A, the strategy display section 271 of the individual race start screen 270 is provided with four selection sections that can distinguish the strategies of "breakaway", "leading", "passing", and "chasing".
[0384] However, in this embodiment, when a special skill is possessed, when the strategy of "escape" is selected, the special skill is always activated and the strategy is changed to "big breakaway". Therefore, as in the modified example shown in FIG. 39B, in a state where the special skill is acquired, "big breakaway" may be displayed in the selection section corresponding to the strategy of "escape". That is, in the individual race start screen 270, selection sections corresponding to the strategies belonging to the main attribute are displayed, and any one of the selection sections is selectable by the player. Then, when a strategy belonging to the main attribute corresponding to the selection section selected by the player is set for the main character, and a specific condition is established (special skill has been acquired), the selection section corresponding to "escape" belonging to the main attribute may be changed to the selection section corresponding to "big breakaway" belonging to the sub attribute.
[0385] Note that, here, we have described the individual race start screen 270 that is displayed during the training game, but even when a training character participates in a race, such as in a team competition game, the strategy display section 271 may be displayed as shown in FIG. 39B.
[0386] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0387] (Functional configuration of player terminal 1) 40 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.
[0388] 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. 40 are just examples, and the terminal-side game control program includes many other programs.
[0389] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information storage area 751.
[0390] Various information during the progress of each game, such as the training game, is also temporarily stored in the game information storage unit 751. Therefore, all information related to the training characters trained in the training game is stored in the game information storage unit 751. Also, for example, information on the player or other players, setting information of the player terminal 1, and other information other than game information are all considered to be player information. The player information is stored in the player information storage unit 750.
[0391] 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.
[0392] 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.
[0393] 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.
[0394] 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.
[0395] 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.
[0396] (Functional configuration of server 1000) 41 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.
[0397] 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. 41 are just examples, and the server-side game control program includes many other programs.
[0398] 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.
[0399] 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.
[0400] 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.
[0401] 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.
[0402] The training game execution unit 1101a executes all processing related to the training game.
[0403] 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.
[0404] 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.
[0405] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0406] (Processing of Player Terminal 1 and Server 1000) <Processing related to the training game> 42 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).
[0407] 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).
[0408] 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.
[0409] 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. In the preparation stage process (P6, S6), a deck including an inherited character and a support card is set and registered based on the player's operation.
[0410] When the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000.
[0411] However, some or all of the processes in the training stage processing (P7) of the player terminal 1 described below may be performed in the training stage processing (S7) of the server 1000, and some or all of the processes in the training stage processing (S7) of the server 1000 may be performed in the training stage processing (P7) of the player terminal 1.
[0412] 43 is a flowchart explaining the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 executes turn start processing (S10) if it is the start of a turn (YES in S7-1), and executes during-turn processing (S20) if it is not the start of a turn.
[0413] Fig. 44 is a flowchart explaining the processing at the start of a turn in the server 1000. As shown in Fig. 44, first, the training game executing unit 1101a of the server 1000 executes a process to determine whether or not a scenario event will occur (S10-1). Here, if there is a scenario event that must occur in the current number of turns, the training game executing unit 1101a determines the occurrence of that scenario event. Also, if there is no scenario event that must occur in the current number of turns, the training game executing unit 1101a determines by lottery whether or not a scenario event will occur and the type of scenario event to occur.
[0414] The training game executing unit 1101a also executes a process for determining whether or not a special event will occur (S10-2). Here, if there is a special event that must occur in the current number of turns, the training game executing unit 1101a determines whether or not to cause a special event to occur. If there is no special event that must occur in the current number of turns, the training game executing unit 1101a determines by lottery whether or not to cause a special event to occur and the type of special event to occur.
[0415] In addition, the training game executing unit 1101a executes a first event occurrence determination process (S10-3). Here, at the start of a turn, a random number is randomly obtained, and based on the obtained random number and the first event table, a first event occurrence determination process is performed. A type of the first event is determined.
[0416] In addition, the training game executing unit 1101a executes a support character lottery process (S10-4). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in Fig. 27 and determines by lottery whether or not to place a support character in each training item. This process is executed for each support character.
[0417] In addition, when the placement of a support character in a training item is decided, the training game execution unit 1101a may execute a process of linking a support character ID or a support card (game medium used) ID corresponding to the support character to a training ID corresponding to the training item (parameter change element).
[0418] The training game executing unit 1101a also executes an ability parameter determination process (S10-5). In the ability parameter determination process, each training is executed, and the increase value of the ability parameter of the main character when the training is successful is determined. Specifically, the training game executing unit 1101a refers to the training level table shown in FIG. 28A, the increase fixed value table shown in FIG. 28B and FIG. 28C, and the bonus addition rate table shown in FIG. 28D, and determines the increase value of the ability parameter of the main character when the training is successful for all training items. The training game executing unit 1101a also refers to a physical strength table (not shown) to determine the amount of physical strength loss or physical strength recovery when each training item is executed. The training game executing unit 1101a also calculates the failure rate of training for each training item based on the physical strength of the main character.
[0419] Furthermore, the training game executing unit 1101a executes a second event occurrence determination process (S10-6). Specifically, the training game executing unit 1101a determines whether or not a second event will occur by lottery, with reference to a second event table shown in FIG. 29. Specifically, after the support character lottery process (S10-4), a random number is randomly acquired, and whether or not a second event will occur is determined based on the acquired random number and the second event table. Here, for example, the training game executing unit 1101a performs an assignment lottery to determine whether or not a support event set in advance can be assigned to a support card linked to a training item in S10-4.
[0420] In addition, the training game executing unit 1101a executes a rival character lottery process (S10-7). Specifically, the training game executing unit 1101a refers to the placement presence / absence table shown in FIG. 32 and determines by lottery whether or not to place a rival character in each matching race.
[0421] In addition, the training game executing unit 1101a executes a process for determining whether or not an inheritance event occurs (S10-8). Specifically, if the current turn is a factor activation turn, the training game executing unit 1101a determines whether or not an inheritance event occurs. In this case, the training game executing unit 1101a determines whether or not each factor is activated based on the factor information of the inheritance character registered in the deck in the preparation stage process of S6. As a result, depending on the factor determined to be activated, the ability parameter or aptitude parameter increases, or a hint for a skill is obtained.
[0422] The training game executing unit 1101a stores the game information, including information related to the lottery results in S10-1 to S10-8, in the game information storage unit 1151 so that the player terminal 1 can receive the game information (S10-9).
[0423] 45 is a flowchart explaining the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes during-turn processing (P20) if it is not the start of a turn.
[0424] Fig. 46 is a flowchart explaining the turn start processing in the player terminal 1. As shown in Fig. 46, first, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives the game information saved in S10-9 from the server 1000 (P10-1).
[0425] Then, the training game executing unit 701a executes a command process for allowing the player to select various commands related to the training stage process (P10-2). Specifically, the training game executing unit 701a refers to a selection item table shown in FIG. 19, for example, and executes a process for allowing the player to select various commands such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, the individual race operation unit 219, the shop operation unit 220, and the item operation unit 221 based on the current number of turns. In addition, the training game executing unit 701a executes a process for allowing the player to select a plurality of individual race selection operation units 261 linked to the individual race operation unit 219.
[0426] In addition, in command processing, the training game executing unit 701a allows the player to select commands from the speed operating unit 241, the stamina operating unit 242, the power operating unit 243, the tenacity operating unit 244, and the intelligence operating unit 245 corresponding to each training item. The training game executing unit 701a performs processing to allow the player to select one command from these multiple commands.
[0427] When the command processing is completed, the training game executing unit 701a executes a display control process (P100).
[0428] FIG. 47 is a flowchart for explaining the display control process in the player terminal 1. As shown in FIG. 47, the training game executing unit 701a executes a first predetermined condition determination process for determining whether or not a first predetermined condition is established (P100-1). The first predetermined condition determination process is a process for determining whether or not the placement of a rival character has been determined based on the result of the rival character lottery process of S10-7. If the placement of a rival character has been determined, the training game executing unit 701a determines that the first predetermined condition has been established, and if the placement of a rival character has not been determined, determines that the first predetermined condition has not been established.
[0429] The first predetermined condition determination process is a process for determining whether or not a specific race is included among the races selectable in the current turn. The specific race is, for example, a race in which the above-mentioned special item can be acquired when a time-limited event is held. In other words, the first predetermined condition determination process determines whether or not the first predetermined condition is established based on the type of race selectable in the current turn. If the specific race is included among the selectable races, the training game execution unit 701a determines that the first predetermined condition is established, and if the specific race is not included, determines that the first predetermined condition is not established.
[0430] If the first predetermined condition is not met (NO in P100-1), the training game executing unit 701a makes the rival character notification display 321 non-display, and controls the display 26 not to display the rival character notification display 321 (P100-2).
[0431] On the other hand, if the first predetermined condition is met (YES in P100-1), the training game executing unit 701a performs control to display the rival character notification display 321 on the display 26 (P100-3). Specifically, the training game executing unit 701a executes a process to display the rival character notification display 321 linked to the individual race operation unit 219 based on the establishment of the first predetermined condition. Here, the training game executing unit 701a determines whether or not to superimpose the rival character notification display 321 on the individual race operation unit 219 based on the lottery result of the rival character lottery process of S10-7 executed by the server 1000 for each turn.
[0432] Furthermore, the training game executing unit 701a executes a process of displaying a rival character notification display 321 in association with the individual race selection operation unit 261 corresponding to one or more individual races based on the establishment of a first predetermined condition. Specifically, the training game executing unit 701a determines whether or not to display the rival character notification display 321 for each race event of the individual race selection operation unit 261 based on the main character's parameters (for example, suitability parameters related to course suitability and distance suitability).
[0433] Furthermore, the training game executing unit 701a displays the result of the selection on the display 26 based on the result of the support character selection process of S10-4 executed by the server 1000 (P100-4). Here, the training game executing unit 701a causes the display 26 to display information related to the result of the selection for granting the support card and the support event associated with each training item.
[0434] Returning to FIG. 46, after the display control process, when various commands are selected and operated by the player, the training game executing unit 701a transmits command information indicating the selected command to the server 1000 (P10-3).
[0435] Fig. 48 is a flowchart for explaining the during-turn process in the server 1000. As shown in Fig. 48, when command information is transmitted from the player terminal 1, the training game executing unit 1101a receives the transmitted command information (S20-1).
[0436] When command information is received, the training game executing unit 1101a determines whether or not the player has selected a command for the individual race operating unit 219 (S20-2). If a command for the individual race operating unit 219 has been selected (YES in S20-2), the training game executing unit 1101a performs an individual race execution process to have the main character run in an individual race (S100).
[0437] FIG. 49 is a flowchart for explaining the individual race execution process in the server 1000. As shown in FIG. 49, the training game execution unit 1101a extracts and sets parameters of all characters participating in the race (S100-1). Here, the ability parameters of each character participating, aptitude parameters related to distance aptitude and running style aptitude, the strategy set for the NPC, and the strategy selected by the player are set. In addition, when the first predetermined condition is satisfied in the individual race in which the main character is to participate (YES in S100-2), the training game execution unit 1101a executes a process for changing the parameters of the NPC having the same character ID as the rival character (S100-3).
[0438] For example, the training game executing unit 1101a multiplies the ability parameters of a normal NPC having the same character ID as a rival character by a predetermined factor (for example, 1.1 times), and enters the NPC after the parameter change in an individual race as a rival character.
[0439] Furthermore, when there is a race character with a "breakaway" strategy (YES in S100-4), the training game executing unit 1101a extracts a race character with a special skill from among the race characters with a "breakaway" strategy (S100-5). Note that special skills may be provided not only to main characters but also to NPCs. Also, a strategy is set in advance for NPCs participating in individual races.
[0440] If a race character having special skills is extracted (YES in S100-6), the training game executing unit 1101a sets the strategy of the extracted race character to "big breakaway" (S100-7).
[0441] The training game execution unit 1101a also sets ability parameters for the race character for which the "big breakaway" strategy is set (S100-8). Here, some ability parameters are changed to be more advantageous than before the change, and other ability parameters are changed to be less advantageous than before the change. As an example, parameters that are not displayed to the player are set, such as the total amount of endurance, the amount of endurance reduction per unit time, the amount of increase per unit time when accelerating, the upper limit of the maximum speed, and the distance difference with other race characters that is referred to when adjusting the horse's position in the pack. However, it is possible to design how the ability parameters are changed as appropriate. For example, in the case of the "big breakaway" strategy, all ability parameters may be changed to be more advantageous than the "breakaway" strategy.
[0442] In addition, the training game executing unit 1101a sets the player terminal 1 to receive change information indicating that the strategy has been set to "big breakaway" (S100-9).
[0443] Then, the training game executing unit 1101a executes a simulation execution process to derive the progress and results of the race through a simulation based on the various parameters set in S100-1 to S100-9 (S101). The simulation execution process determines the autonomous behavior of the participating characters.
[0444] FIG. 50 is a flow chart for explaining the simulation execution process in the server 1000. Each race is divided into a plurality of phases from the start to the goal, and in the race simulation, the speed, endurance, positioning, and whether or not skills are activated of the participating characters are calculated for each phase from the start to the goal. The training game execution unit 1101a sets the number of phases at the goal (phase max) based on the distance of the individual race to be executed (S101-1). In addition, the training game execution unit 1101a clears the processing target phase No. indicating the phase number to be processed (S101-2).
[0445] Next, the training game executing unit 1101a increments the processing target phase number (S101-3). If the processing target phase number updated in S101-3 indicates that the processing target phase is a specific phase (S101-4), the training game executing unit 1101a executes bidding processing (S102). Note that the specific phase is, for example, a phase from the beginning to the middle of a race, and when a predetermined condition is satisfied, the participating characters will compete during the race.
[0446] 51 is a flowchart for explaining the bidding process in the server 1000. The training game executing unit 1101a determines whether the bidding trigger flag is off (S102-1). Note that the bidding trigger flag is turned on in S102-9, which will be described later, when a bidding is triggered.
[0447] If the race activation flag is off (YES in S102-1), that is, if a race has not been activated, the training game executing unit 1101a determines whether the strategy of the leading character is currently "breakaway" or "big breakaway" (S102-2). If the strategy of the leading character is "breakaway" or "big breakaway" (YES in S102-2), the training game executing unit 1101a determines whether there is a running character with the same strategy as the leading character within a predetermined range around the leading character.
[0448] Here, if the strategy of the leading character is "break away", it is determined whether there are any characters with the "break away" strategy within a predetermined range around the leading character. Also, if the strategy of the leading character is "big breakaway", it is determined whether there are any characters with the "big breakaway" strategy within a predetermined range around the leading character.
[0449] If there is no running character with the same strategy as the leading running character (NO in S102-3), the training game executing unit 1101a judges whether there is a running character with a "breakaway" strategy among the running characters (S102-4). If there is a running character with a "breakaway" strategy (YES in S102-4), the training game executing unit 1101a judges whether there is a running character with a strategy other than "big breakaway" among the running characters with a "breakaway" strategy before the leading running character (S102-5).
[0450] If there are no running characters ahead of the leading character using a strategy other than "big breakaway" (NO in S102-5), or if there are running characters around the leading character using the same strategy as the leading character (YES in S102-3), the training game execution unit 1101a extracts the running characters belonging to the group (S102-6).
[0451] Here, the training game executing unit 1101a determines the leading character among all the participating characters, or the leading character among the participating characters whose strategy is "breakaway" identified in S102-4, as the target character. Then, the training game executing unit 1101a extracts the target character and characters that are located within a predetermined range around the target character and have the same strategy as the target character as the participating characters belonging to the group.
[0452] For example, if a running character with a "big breakaway" strategy is in the lead, and there is one other running character with a "big breakaway" strategy within a specified range around the leading character, these two running characters with the "big breakaway" strategy are extracted as running characters belonging to the group. Also, for example, if a running character with an "breakaway" strategy is in the lead, and there are two other running characters with an "breakaway" strategy within a specified range around the leading character, these three running characters with the "breakaway" strategy are extracted as running characters belonging to the group.
[0453] Also, for example, suppose that a race character with a strategy of "big breakaway" is in the lead, and the strategies of the three race characters in second through fourth place are all "breakaway," and these three race characters are located within a predetermined range of each other. In this case, the second place race character is determined as the target character, and the second through fourth place race characters are extracted as race characters belonging to the group.
[0454] The training game executing unit 1101a derives an additional value of speed for the participating characters extracted in S102-6 (S102-7). Here, the value of "guts" among the ability parameters of each participating character is input into a predetermined calculation formula to derive the additional value of speed. This calculation formula is designed so that the higher the value of "guts", the faster the speed. However, the method of calculating the additional value of speed and the parameters input into the calculation formula are not particularly limited.
[0455] Also, for example, when a race occurs, the speed of a participating character belonging to the group may increase, while the endurance of the participating character may decrease. Endurance is a parameter calculated from stamina, for example, and decreases the speed of the participating character when it falls below a predetermined value. In other words, the occurrence of a race may result in a part of the race being favorable, such as an increase in the speed of a participating character, or a part of the race being unfavorable, such as a decrease in the endurance of a participating character.
[0456] Next, the training game executing unit 1101a sets a termination condition for ending the bidding (S102-8). Here, for example, the termination condition is set to be the passage of a predetermined time, the progression of a predetermined number of phases, etc. Then, the training game executing unit 1101a turns on a bidding trigger flag and ends the bidding process (S102-9).
[0457] As described above, races occur when certain conditions are met during a race, diversifying how the race unfolds and making the game more interesting. Also, by changing the strategy from "breakaway" to "big breakaway," the race characters that will be the subject of the race and the positions of groups of race characters that will be competing will change. This further diversifies how the race unfolds.
[0458] Here, it is assumed that races will occur between characters using the "breakaway" or "big breakaway" strategy. However, races may occur between characters using other strategies, such as between "leading" characters or between "passing" characters. Also, races may occur between characters using different strategies, such as characters belonging to one group.
[0459] In addition, although a bidding war occurs only once in one race, a bidding war may occur multiple times in one race. In this case, for example, when a bidding war occurs, a downtime may be provided to prohibit the next bidding war from occurring.
[0460] Returning to FIG. 50, if it is not a specific phase (NO in S101-4) or if the bidding process (S102) has been executed, the training game executing unit 1101a executes a skill activation process (S103).
[0461] FIG. 52 is a flowchart for explaining the skill activation process in the server 1000. The training game executing unit 1101a extracts a skill to be determined whether or not to activate (S103-1), and determines whether the activation condition for the extracted skill is met (S103-2). The activation condition includes the position of the participating character, the strategy, suitability for the race, and the like. For example, there is a skill whose activation condition is set to the position during the race, such as the participating character being in the lead, or being located forward or backward among all the participating characters. This skill can be activated only when the participating character is in a position that meets the activation condition.
[0462] Also, for example, a skill set with an activation condition set to a strategy of "escape," "leading," "passing," or "chasing" can be activated only when a strategy that matches the activation condition is adopted. A skill set with an activation condition set to "escape" can be activated when a strategy of "escape" or "big breakaway" is adopted. In other words, even if the strategy is set to "big breakaway," the skill can be activated under the same activation condition as when the strategy of "escape" is adopted. In other words, when a strategy belonging to a sub-attribute is set, the same skill can be activated as when a strategy belonging to a main attribute linked to the sub-attribute is set.
[0463] In addition, for example, skills that have activation conditions set based on the suitability of the race, such as the distance of the race (short distance, long distance, etc.) or the race venue, can only be activated in races that meet the activation conditions set for each skill.
[0464] Each skill is set with a phase in which it can be activated, and it is determined that the activation condition is met when it is in the phase in which it can be activated. Some skills are set with the activation condition being winning a lottery (activation lottery) that determines whether or not the skill is activated. In the activation lottery, the higher the "intelligence" value of the participating character, the higher the probability of winning. In this way, one or more activation conditions are set for each skill. In S103-2, it is determined whether or not all activation conditions set for each skill are met, and if all activation conditions are met, it is determined as YES.
[0465] When all activation conditions are met (YES in S103-2), the training game executing unit 1101a sets activation information for the skills that have been determined to be activated (S103-3). If there are skills for which the activation conditions have not yet been determined (YES in S103-4), the training game executing unit 1101a repeats the process from S103-2 for all skills to be determined.
[0466] Note that, although activation conditions are set for all skills here, it is also possible to set skills that do not have activation conditions and that are always activated in a specific phase during the race.
[0467] Returning to FIG. 50, when the skill activation process (S103) is executed, the training game executing unit 1101a determines the speed, endurance, position, etc. of all participating characters in the phase based on a predetermined calculation formula (S101-5). If the current processing target phase number is not the phase max set in S101-1 (NO in S101-6), the training game executing unit 1101a repeats the process from S101-3. In this way, the speed, endurance, position, skill activation, etc. of the participating characters are determined for each phase from the start to the goal. Then, if the current processing target phase number is the phase max (YES in S101-6), the training game executing unit 1101a derives all information derived for each phase as race result information (S101-7).
[0468] The above simulation execution process is not limited to individual races, but is also applicable to races in which training characters compete, such as team competition races.
[0469] Returning to FIG. 48, when the individual race execution process ends, the training game execution unit 1101a executes a reward giving process for giving a reward to the player based on the race result information of the individual race (S200).
[0470] FIG. 53 is a flowchart explaining the reward granting process in the server 1000. As shown in FIG. 53, the training game executing unit 1101a determines whether or not a first predetermined condition is met in an individual race in which the main character has run (S200-1). If the first predetermined condition is not met (NO in S200-1), the training game executing unit 1101a grants a basic reward to the player (S200-2). The basic reward is a reward that the player can obtain regardless of whether the player wins or loses against a rival character.
[0471] On the other hand, if the first predetermined condition is met (YES in S200-1), the training game executing unit 1101a grants the player an additional reward in addition to the basic reward (S200-3). In other words, when an individual race in which the first predetermined condition is met is executed, the player is granted an additional reward based on the game result of the individual race. The additional reward is a reward that can be acquired when the main character competes in an individual race in which the main character competes against a rival character. Note that, regardless of the granting of an item, an event such as a second event may be generated as the additional reward.
[0472] 48, if the individual race operation unit 219 has not been selected (NO in S20-2), the training game executing unit 1101a determines whether or not a command of the training operation unit 216 has been selected by the player (S20-3). If a command of the training operation unit 216 has been selected (YES in S20-3), the training game executing unit 1101a performs a training execution process (S20-4).
[0473] Specifically, the training game executing unit 1101a determines whether any of the training items of the speed operation unit 241, the stamina operation unit 242, the power operation unit 243, the tenacity operation unit 244, and the intelligence operation unit 245 has been selected. The training game executing unit 1101a performs a training success determination for the selected training item. If the training is successful, the training game executing unit 1101a performs a process of increasing the numerical value of the ability parameter of the main character according to the training item, for example.
[0474] More specifically, if the training is successful, the training game executing unit 1101a executes a process of increasing the numerical value of the ability parameter of the main character based on the support card linked to the training item selected by the player and whether or not a support event has been granted. Also, if the training is unsuccessful, the training game executing unit 1101a executes a process of decreasing the numerical value of the ability parameter of the main character according to the training item, for example. In this way, the training game executing unit 1101a changes the parameters of the main character according to the training item and the success determination of the training item.
[0475] On the other hand, if the training operation unit 216 has not been selected (NO in S20-3), the training game executing unit 1101a determines whether or not a command to use a character rearrangement item has been selected (S20-5). Here, the training game executing unit 1101a performs a second predetermined condition determination process to determine whether or not a character rearrangement item has been used. If the training game executing unit 701a determines that a character rearrangement item has been used, it determines that the second predetermined condition has been established, and if it determines that a character rearrangement item has not been used, it determines that the second predetermined condition has not been established.
[0476] When the command to use the character rearrangement item is selected (YES in S20-5), the training game execution unit 1101a executes a re-draw process (S20-6). Specifically, when the character rearrangement item is used, the training game execution unit 1101a executes a process to re-draw the link between the support card and the training item while maintaining the presence or absence of the second event of the support card.
[0477] Specifically, when a character rearrangement item is used, one random number is redrawn, and the placement of each support character in each training item is re-determined based on the redrawn random number and the placement presence / absence table shown in Fig. 27. At this time, if the placement position of the support character in the training item after the redraw is the same as the placement position of the support character in the training item before the redraw (i.e., the placement position determined in the support character selection process (S10-4)), a random number is redrawn again.
[0478] Then, the placement of each support character in each training item is re-determined based on the re-drawn random number and the placement presence / absence table shown in FIG. 27. This process is repeatedly executed until the placement of the support character in the training item after the re-draw differs from the placement of the support character in the training item before the re-draw. Also, when a character rearrangement item is used, the occurrence or absence of a second event is re-drawn based on the random number selected by drawing in the second event occurrence or absence determination process (S10-6) and the second event table. Here, the same random number and the same second event table as those used in the second event occurrence or absence determination process (S10-6) are used for the re-draw, so the second event re-drawn after the character rearrangement item is used will be the same as the second event whose occurrence was determined in the second event occurrence or absence determination process (S10-6).
[0479] When a command other than the individual race operation section 219, the training operation section 216, or the use of a character rearrangement item is selected (NO in S20-5), various processes corresponding to each command are executed, although detailed explanations are omitted.
[0480] Then, the training game executing unit 1101a stores game information including information regarding the race result of the individual race executing process executed in S100, information regarding the reward result of the reward granting process executed in S200, information regarding the training result executed in S20-4, information regarding the result of the second predetermined condition judgment process executed in S20-5, and information regarding the re-drawing result of the re-drawing process executed in S20-6 in the game information memory unit 1151 so that the player terminal 1 can receive it (S20-7).
[0481] Fig. 54 is a flowchart for explaining the process during a turn in the player terminal 1. As shown in Fig. 54, first, the training game executing unit 701a accesses the game information storage unit 1151 of the server 1000 and receives game information including the race result, the reward result, the training result, the second predetermined condition determination result, the re-draw result, and the like from the server 1000 (P20-1).
[0482] After receiving the game information, the training game executing unit 701a executes a display control process (P200).
[0483] Fig. 55 is a flowchart for explaining the display control process in the player terminal 1. As shown in Fig. 55, the training game executing unit 701a judges whether or not a second predetermined condition is met (P200-1). If the second predetermined condition is not met (NO in P200-1), the training game executing unit 701a displays the race results, reward results, training results, and the like on the display 26 based on the results of the individual race executing process of S100, the training executing process of S20-4, and various other processes executed by the server 1000 (P200-2).
[0484] Here, when an individual race is executed, the training game execution unit 701a may play back a race video based on the operation of the player. In the individual race execution process (S100) in the server 1000, when the strategy is changed from "breakaway" to "big breakaway", change information is set (S100-9).
[0485] When the player terminal 1 receives the above change information from the server 1000 together with the race result information, the training game executing unit 701a plays the race video and the live commentary based on the change information. Specifically, when the change information is received, the training game executing unit 701a displays that the "big breakaway" skill has been activated. In addition, the training game executing unit 701a displays the action of the race character making the "big breakaway" on the display 26 while the race video is being played, and displays that the race character has made a "big breakaway". Furthermore, the training game executing unit 701a notifies the race character that the race character has made a "big breakaway" by outputting a live commentary voice while the race video is being played. In addition, the training game executing unit 701a displays text data associated with the "big breakaway" skill in the live commentary text data generated based on the game result.
[0486] On the other hand, if the second predetermined condition is met (YES in P200-1), the training game executing unit 701a displays the re-drawing result on the display 26 (P200-3) based on the drawing result of the re-drawing process of S20-6 executed by the server 1000. Specifically, the training game executing unit 701a causes the display 26 to display the support cards linked to each training item and information regarding the presence or absence of the appearance of the support events linked to the support cards.
[0487] Returning to FIG. 42, when the above-mentioned training stage process ends, in the server 1000, the training game end processing unit 1102a executes the training game end process (S8). In the training game end process, the training game execution unit 1101a determines the factors that the training character will acquire by lottery. Then, the factor information is linked to information about the training character trained in the training game and stored in the game information storage unit 1151. Here, when the main character acquires a special skill in the training game, specific information indicating the special skill is linked to the training character and stored.
[0488] Furthermore, the training game end processing unit 1102a causes the player terminal 1 to receive information about the training character stored in the game information storage unit 1151. Furthermore, in the player terminal 1, the training game executing unit 701a executes a training game end process (P8). In the training game end process, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751.
[0489] The above-mentioned training game is realized by the above-mentioned processing. Note that the above-mentioned processing in the player terminal 1 and the server 1000 is merely an example. Also, each of the above-mentioned processing may be executed only in the player terminal 1 or only in the server 1000.
[0490] 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.
[0491] In the above embodiment, a case has been described in which a "big breakaway" strategy is linked to a "breakaway" strategy as a sub-attribute strategy among the strategies of the main attribute. In other words, a case has been described in which a main attribute strategy and a sub-attribute strategy correspond one-to-one. However, a plurality of sub-attribute strategies may be linked to one main attribute strategy. Also, different sub-attribute strategies may be linked to a plurality of main attributes.
[0492] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.
[0493] (Processing performed by a computer) A process (in an embodiment, as an example, S100-4 to S100-6) for determining whether or not a predetermined specific condition (in an embodiment, as an example, the participating character possessing a special skill and the "breakaway" strategy being selected) is met in a specified game (in an embodiment, as an example, an individual race or a team competition race). If a specific condition is not met, a process is performed in which a first behavior parameter (in an embodiment, an example is a "run away" strategy) is set to the character (in an embodiment, an example is a main character or a development character) among behavior parameters (in an embodiment, an example is a "strategy") which are parameters that determine the autonomous behavior of the character, and if a specific condition is met, a second behavior parameter linked to the first behavior parameter (in an embodiment, an example is a "big breakaway" strategy) is set to the character (in an embodiment, an example is S100-1, S100-7). A process of controlling the actions of a character in a predetermined game based on action parameters set for the character (in the embodiment, as an example, a simulation execution process of S101).
[0494] In addition to the above processes, the following processes may also be performed.
[0495] A special action pattern (in the embodiment, a skill as an example) that can be activated during a given game is set for the character. The process of controlling the character's action is to activate a special action pattern set for the character when an activation condition is met (in the embodiment, as an example, the skill activation process of S103).
[0496] When the second behavior parameter is set for the character, a process of making the set second behavior pattern identifiable in a predetermined game (in the embodiment, P200-2 as an example).
[0497] A process of displaying selection sections corresponding to a plurality of first action parameters, respectively, and allowing the player to select any one of the selection sections (in the embodiment, as an example, a process at the start of P10's turn). The process of setting the action parameter to the character includes a process of setting the first action parameter corresponding to the selection section selected by the player to the character (S100-1 in the embodiment as an example). The process of making the selection section selectable by the player changes the selection section corresponding to the first action parameter to the selection section corresponding to the second action parameter when a specific condition is met (FIG. 39B).
[0498] A process for executing a training game in which the ability parameters of a character to be trained (in an embodiment, as an example, the main character) are changed based on the player's operation and the character to be trained is trained (in an embodiment, as an example, the training stage processing of P7 and S7). A process for storing a character to be raised in a raising game as a raised character (in the embodiment, as an example, a raised character) (in the embodiment, as an example, a raising game ending process of S8). The process of storing a fully trained character includes a process of linking specific information (in an embodiment, as an example, information indicating the acquisition of a special skill) to the fully trained character when a predetermined acquisition condition is met in the training game (in an embodiment, as an example, acquiring a special skill by consuming skill points). The process of determining whether or not a specific condition is established determines that the specific condition is established when specific information is linked to a character that has been trained.
[0499] The process of storing the trained character includes a process of linking factor information different from the specific information to the trained character (in the embodiment, as an example, the training game end process of P8 and S8). The process for executing the training game is a process for setting a trained character as an inherited character (in the embodiment, as an example, a preparatory process of P6 and S6). A process of changing the ability parameters of a character to be trained based on factor information linked to an inherited character during a training game (in the embodiment, S10-8 as an example).
[0500] 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]
[0501] 1 Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. A process for executing a training game in which a character to be trained is trained; a process of storing the character to be trained that has been trained in the training game as a post-training character; A process of executing a predetermined game by operating the developed target character; A process of determining whether a specific condition is established in the predetermined game; a parameter setting process for setting a first action parameter, which is a main attribute, of action parameters that determine the parameters of the post-training target character to the post-training target character when the specific condition is not satisfied, and setting a second action parameter, which is a sub-attribute of the action parameter of the post-training target character, to the post-training target character when the specific condition is satisfied; When a predetermined acquisition condition is established in the training game, a process of associating specific information with the trained target character; causing a computer to execute a process including The computer determines that the specific condition is met when the specific information is associated with the post-fostering target character. Information processing program.
2. 2. The information processing program according to claim 1, The process of storing the developed target character includes: A process of associating factor information different from the specific information with the post-development target character, The process of executing the training game includes: A process of setting the developed target character as an inherited character; a process of changing ability parameters of the character to be trained based on the factor information associated with the inherited character during the training game; An information processing program including:
3. 3. The information processing program according to claim 1, a process of displaying selection sections corresponding to a plurality of the first action parameters so as to be selectable by a player; Further executing the following on the computer, The parameter setting process includes: a process of setting the first behavior parameter corresponding to the selection section selected by a player to the post-development target character; Information processing program.
4. An information processing program as described in any one of claims 1 to 3, further causing the computer to execute a process of controlling the behavior of the post-training target character in the specified game based on the first behavior parameter or the second behavior parameter.
5. 5. The information processing program according to claim 1, further causing the computer to execute a process of outputting a sound related to the first behavior parameter or the second behavior parameter.
6. 6. An information processing program according to claim 1, The information processing program further causes the computer to execute a process of displaying text related to the first behavior parameter or the second behavior parameter.
7. 7. An information processing program according to claim 1, The predetermined game is a team game in which the trained target characters are organized into a team and played by the organized team.
8. An information processing method executed by one or more information processing devices, The one or more information processing devices, A process for executing a training game in which a character to be trained is trained; a process of storing the character to be trained that has been trained in the training game as a post-training character; A process of executing a predetermined game by operating the developed target character; A process of determining whether a specific condition is established in the predetermined game; a parameter setting process for setting a first action parameter, which is a main attribute, of action parameters that determine the parameters of the post-training target character to the post-training target character when the specific condition is not satisfied, and setting a second action parameter, which is a sub-attribute of the action parameter of the post-training target character, to the post-training target character when the specific condition is satisfied; When a predetermined acquisition condition is established in the training game, a process of associating specific information with the trained target character is performed. Run, the one or more information processing devices determine that the specific condition is established when the specific information is associated with the trained target character; Information processing methods.
9. 9. The information processing method according to claim 8, The process of storing the developed target character includes: A process of associating factor information different from the specific information with the post-development target character, The process of executing the training game includes: A process of setting the developed target character as an inherited character; a process of changing ability parameters of the character to be trained based on the factor information associated with the inherited character during the training game; An information processing method comprising:
10. 10. The information processing method according to claim 8, further comprising: a process of displaying selection sections corresponding to a plurality of the first action parameters so as to be selectable by a player; and causing the one or more information processing devices to execute the steps of: The parameter setting process includes: a process of setting the first behavior parameter corresponding to the selection section selected by a player to the post-development target character; Information processing methods.
11. An information processing method as described in any one of claims 8 to 10, further comprising causing the one or more information processing devices to execute a process of controlling the behavior of the post-training target character in the specified game based on the first behavior parameter or the second behavior parameter.
12. 12. The information processing method according to claim 8, further comprising causing the one or more information processing devices to execute a process of outputting a sound related to the first behavior parameter or the second behavior parameter.
13. 13. An information processing method according to claim 8, further comprising: The information processing method further causes the one or more information processing devices to execute a process of displaying text related to the first behavior parameter or the second behavior parameter.
14. 14. An information processing method according to any one of claims 8 to 13, comprising: The information processing method, wherein the predetermined game is a team game in which the trained target characters are organized into a team and the team is played by the organized team.
15. A game system comprising: a training game execution means for executing a training game in which a training target character is trained; a storage means for storing the character to be trained that has been trained in the training game as a post-training character; a predetermined game execution means for executing a predetermined game by moving the developed target character; a specific condition determination means for determining whether a specific condition is established in the predetermined game; a parameter setting means for executing a parameter setting process which sets, to the post-training target character, a first action parameter which is a main attribute among action parameters which determine the parameters of the post-training target character when the specific condition is not satisfied, and sets, to the post-training target character, a second action parameter which is a sub-attribute of the action parameter of the post-training target character when the specific condition is satisfied; a specific condition linking means for linking specific information to the post-training target character when a predetermined acquisition condition is established in the training game; and determining that the specific condition is met when the specific information is associated with the trained target character. Game system.
16. 16. The game system according to claim 15, The storage means for storing the developed target character includes: A process of associating factor information different from the specific information with the post-development target character is further performed; The training game execution means for executing the training game includes: A process of setting the developed target character as an inherited character; a process of changing ability parameters of the character to be trained based on the factor information associated with the inherited character during the training game; A game system that does this even further.
17. 17. A game system according to claim 15 or 16, a selection section display means for displaying selection sections corresponding to the plurality of first action parameters in a selectable manner by a player; and The parameter setting means and further executing a process of setting the first behavior parameter corresponding to the selection section selected by a player to the post-development target character. Game system.
18. 18. A game system as described in any one of claims 15 to 17, further comprising an action control means for controlling the action of the post-development target character in the specified game based on the first action parameter or the second action parameter.
19. 19. A game system according to claim 15, further comprising a sound output means for outputting a sound related to the first action parameter or the second action parameter.
20. 20. A game system according to any one of claims 15 to 19, The game system further comprises a text display means for displaying text related to the first behavior parameter or the second behavior parameter.
21. 21. A game system according to any one of claims 15 to 20, The predetermined game is a team game in which the trained target characters are organized into a team and played by the organized team.