Information processing program, information processing method, and game device

The system enhances player engagement in training games by allowing skill changes based on scenario-specific conditions, addressing the limitation of new scenario additions by offering varied skill development opportunities.

JP2025125513APending Publication Date: 2025-08-27CYGAMES INC
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Patent Information

Application Number
JP2025008915
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-22
Publication Date
2025-08-27

AI Technical Summary

Technical Problem

In training games, the addition of new scenarios limits the selection of previous scenarios, reducing player choice and motivation.

Method used

A system that allows players to select scenarios where characters can acquire skills, with specific conditions triggering skill changes, and displays multiple skill changes simultaneously or successively, enhancing player engagement.

Benefits of technology

Expands player options and increases motivation by providing varied skill development opportunities through scenario-specific and condition-based skill changes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To excite a player's willingness of playing a game by expanding the range of the player's choices.SOLUTION: An information processing program allows a computer to execute processing allowing a player to acquire a character to be brought up during a growing game, and to select one of multiple scenarios in which one or multiple skills are set to a specific skill from among skills with which a predetermined use is associated, processing for associating acquisition information with a skill in which a preset acquisition condition is satisfied in a growing game, and processing in which a scenario-specific condition that can be satisfied by playing a growing game of a scenario to which a specific skill is set is determined for each specific skill set to the scenario, and a specific skill or a first change for changing a use brought by the specific skill is enabled when a scenario-specific condition determined for the specific skill with which at least acquisition information is associated is satisfied.SELECTED DRAWING: Figure 25
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Description

[Technical Field]

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

[0002] Conventionally, games in a genre called a "training game" have been known. For example, Patent Document 1 discloses a game in which a player trains a character to be trained by selecting one of a plurality of training events. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7198902 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned training game, a plurality of scenarios are provided, each with different events and stories that occur during the game. A player can select a scenario to play the training game. Generally, scenarios are added periodically, but when a new scenario is added, there is a tendency for the previous scenarios to no longer be selected. In other words, even if a plurality of scenarios are provided, there is a problem in that the player's choices are actually limited.

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

[0006] In order to solve the above problem, an information processing program A process that allows a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with a predetermined utility are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill when a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is determined for each specific skill set in the scenario, and when the scenario-specific condition determined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; The computer performs the following.

[0007] In addition, the information processing program Before the start of the training game, a process is performed in which a player can select a character to be set as the character to be trained from among a plurality of characters to which one or more of the skills are linked as unique skills; A process of setting the character selected by the player as the character to be developed; A change condition that can be realized during the training game is determined for each of the inherent skills, and when the change condition determined for the inherent skill linked to the acquisition information is realized, a process that enables a second change that changes the inherent skill or the utility brought about by the inherent skill; Then, the computer executes the above. The specific skills include the inherent skills, When the specific skill linked to the acquired information is the inherent skill, and both the scenario-specific condition and the change condition set for the specific skill linked to the acquired information are met, it may be possible to select at least either the first change or the second change.

[0008] When the specific skill linked to the acquired information is the inherent skill, and both the scenario-specific condition and the change condition set for the specific skill linked to the acquired information are met, in addition to the first change and the second change, it may be possible to select not to execute either the first change or the second change.

[0009] a plurality of skills are provided that can be changed when either one or both of the scenario-specific condition and the change condition are satisfied; The information processing program A process of displaying a performance image suggesting a change in the skill or the utility, and if there are multiple skills or utilities to be changed, simultaneously displaying images or text corresponding to multiple skills in the performance image; may be further performed by a computer.

[0010] a plurality of skills are provided that can be changed when either one or both of the scenario-specific condition and the change condition are satisfied; The information processing program A process of displaying a performance image suggesting a change in the skill or the utility, and if there are multiple skills or utilities to be changed, displaying images or text corresponding to multiple skills in succession in the performance image; may be further performed by a computer.

[0011] The process of successively displaying images or text corresponding to a plurality of skills includes: When the skill or utility to be changed is equal to or greater than a predetermined number, the display speed of the image or text may be faster than when the skill or utility to be changed is less than the predetermined number.

[0012] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process that allows a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with a predetermined utility are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill for which a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is determined for each specific skill set in the scenario, and when the scenario-specific condition determined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; Includes.

[0013] In order to solve the above problem, the game device one or more computers; The computer A process that allows a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with a predetermined utility are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill for which a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is determined for each specific skill set in the scenario, and when the scenario-specific condition determined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; Carry out the following. [Effects of the Invention]

[0014] According to the present invention, the range of options available to the player can be expanded, thereby increasing the player's motivation to play. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 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. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] FIG. 17 is a diagram illustrating the options available in each turn. [Figure 18] FIG. 18 is a diagram illustrating the top screen. [Figure 19] Fig. 19A is a first diagram illustrating a training screen. Fig. 19B is a second diagram illustrating a training screen. Fig. 19C is a diagram illustrating a training result notification screen. Fig. 19D is a diagram illustrating an event screen. [Figure 20] Fig. 20A is a first diagram illustrating an inherited event. Fig. 20B is a second diagram illustrating an inherited event. Fig. 20C is a third diagram illustrating an inherited event. Fig. 20D is a fourth diagram illustrating an inherited event. [Figure 21] Fig. 21A is a first diagram illustrating the skill screen, and Fig. 21B is a second diagram illustrating the skill screen. [Figure 22]FIG. 22 is a diagram illustrating an example of evolution conditions. [Figure 23] Fig. 23A is a diagram illustrating an evolution skill confirmation screen, Fig. 23B is a first diagram illustrating an evolution condition confirmation screen, and Fig. 23C is a second diagram illustrating an evolution condition confirmation screen. [Figure 24] FIG. 24 is a diagram illustrating the relationship between scenario types and scenario skills. [Figure 25] FIG. 25 is a diagram illustrating an example of a scenario skill. [Figure 26] Fig. 26A is a diagram illustrating a scenario skill list screen, and Fig. 26B is a third diagram illustrating an evolution condition confirmation screen. [Figure 27] Fig. 27A is a first diagram illustrating a race selection screen. Fig. 27B is a diagram illustrating a race start screen. Fig. 27C is a first diagram illustrating a race result screen. Fig. 27D is a second diagram illustrating a race result screen. [Figure 28] FIG. 28 is a diagram illustrating the general flow of the turn start processing. [Figure 29] FIG. 29 is a diagram for explaining the allocation ratio to the training items. [Figure 30] Fig. 30A is a diagram for explaining training levels, Fig. 30B is a diagram for explaining fixed increase values ​​(speed), and Fig. 30C is a diagram for explaining fixed increase value tables (power). [Figure 31] Fig. 31A is a diagram illustrating a confirmation dialog for finishing. Fig. 31B is a diagram illustrating a suggestion image. Fig. 31C is a first diagram illustrating a first evolution skill selection dialog. Fig. 31D is a second diagram illustrating a first evolution skill selection dialog. [Figure 32] Fig. 32A is a first diagram illustrating the second evolution skill selection dialog, and Fig. 32B is a diagram illustrating the scenario skill dialog. [Figure 33] FIG. 33 is a second diagram illustrating the second evolution skill selection dialog. [Figure 34]Fig. 34A is a first diagram illustrating an evolution effect image, Fig. 34B is a second diagram illustrating an evolution effect image, and Fig. 34C is a third diagram illustrating an evolution effect image. [Figure 35] Figure 35A is a fourth diagram illustrating an evolution effect image, Figure 35B is a fifth diagram illustrating an evolution effect image, and Figure 35C is a sixth diagram illustrating an evolution effect image. [Figure 36] Fig. 36A is a first diagram illustrating an evolution effect image of a modified example, Fig. 36B is a second diagram illustrating an evolution effect image of a modified example, and Fig. 36C is a third diagram illustrating an evolution effect image of a modified example. [Figure 37] Fig. 37A is a diagram illustrating the breeding completion screen, Fig. 37B is a second diagram illustrating the breeding completion screen, and Fig. 37C is a third diagram illustrating the breeding completion screen. [Figure 38] FIG. 38 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 39] FIG. 39 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 40] FIG. 40 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 41] FIG. 41 is a flowchart illustrating the character strengthening process in the player terminal. [Figure 42] FIG. 42 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 43] FIG. 43 is a flowchart illustrating the preparation stage processing in the server. [Figure 44] FIG. 44 is a flowchart illustrating the development stage processing in the server. [Figure 45] FIG. 45 is a flowchart illustrating the turn start process in the server. [Figure 46] FIG. 46 is a flowchart illustrating the development stage processing in the player terminal. [Figure 47]FIG. 47 is a flowchart illustrating the skill screen display process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the selection command reception process in the server. [Figure 49] FIG. 49 is a flowchart illustrating the result information receiving process at the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the training game pre-end processing at the player terminal. [Figure 51] FIG. 51 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of 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 designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (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 that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0018] 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 each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0021] 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.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating 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.

[0023] 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.

[0024] 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, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0025] The CPU 10 runs 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 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.

[0026] 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.

[0027] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) 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.

[0028] 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.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. 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 which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected 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.

[0031] (Game content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.

[0032] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.

[0033] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on 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 has a plurality of operation units that can be operated (tapped) by the player.

[0034] 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 on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0035] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0036] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.

[0037] 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. On the story screen, the player can select and view a character and a story image.

[0038] 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. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.

[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.

[0040] 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 the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).

[0041] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0042] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.

[0043] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0044] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0045] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0046] 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.

[0047] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their 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.

[0048] 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 the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. 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.

[0049] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0050] When the representative character setting operation unit 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 or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0051] When the rental card setting operation unit 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 indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.

[0052] 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.

[0053] 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. On the specific event screen, the player can, for example, exchange specific event points, which are provided only during the specific event, for various rewards.

[0054] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.

[0055] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and can use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.

[0056] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as a character to be trained).

[0057] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0058] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and specific character registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.

[0059] <Preparatory processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character.

[0060] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.

[0061] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.

[0062] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.

[0063] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character being trained will be in the race.

[0064] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0065] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.

[0066] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.

[0067] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values ​​for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values ​​for all five ability parameters will be "1400."

[0068] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values ​​for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values ​​for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".

[0069] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.

[0070] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.

[0071] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values ​​of the five ability parameters each increase by "20."

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

[0073] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.

[0074] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.

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

[0076] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.

[0077] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0078] Here, in the ability parameter display section 152a, initial upper limit values ​​that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values ​​for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values ​​for speed, power, and tenacity are identifiable relative to the initial upper limit values ​​for stamina and intelligence. Here, as an identifiable display, initial upper limit values ​​that exceed the common base value are flashed or displayed in a different color.

[0079] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, 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.

[0080] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include 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.

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

[0082] 7A shows the initial values ​​when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.

[0083] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values ​​of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.

[0084] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that, for the initial values ​​of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. 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 unit 152b.

[0085] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0086] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.

[0087] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also change in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0088] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.

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

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

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

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

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

[0094] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.

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

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

[0097] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.

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

[0099] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.

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

[0101] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.

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

[0103] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.

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

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

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

[0107] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0108] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, 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.

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

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

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

[0112] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.

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

[0114] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.

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

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

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

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

[0119] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.

[0120] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.

[0121] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.

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

[0123] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.

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

[0125] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.

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

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

[0128] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.

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

[0130] In this state, for example, when the second inherited 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 inherited character selection area 171b, as shown in Figure 9D.

[0131] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.

[0132] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values ​​of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.

[0133] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.

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

[0135] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.

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

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

[0138] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered 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 finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.

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

[0140] The factor level is determined by lottery. In this case, after the factors to be acquired by the development 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 factor to be acquired and the factor level are determined at the same time.

[0141] The factor level is most effective at level 3 and least effective at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.

[0142] Basic ability factors increase the ability parameter values ​​and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.

[0143] FIG. 12A is a diagram explaining the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit value vary depending on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained 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.

[0144] Therefore, if all six characters being trained, including two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value 21 x 6 characters).

[0145] 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 character being trained.

[0146] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.

[0147] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as activation probability), may differ among 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. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

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

[0149] 9D, two inheritance characters that make up 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 for the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.

[0150] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are displayed in different colors.

[0151] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".

[0152] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character being trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character being trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations.

[0153] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that activation will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.

[0154] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, suppose that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.

[0155] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.

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

[0157] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.

[0158] Aptitude factors also have activation timing and conditions, and whether or not they will activate is determined for each aptitude factor on the same factor activation turn as basic ability factors. If an aptitude factor is activated, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.

[0159] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and middle distance, respectively, the turf aptitude and short distance aptitude of the character to be trained will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.

[0160] Also, for example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.

[0161] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.

[0162] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. For example, in turns 31 and 55, 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%. If the activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activating an aptitude factor can raise the value of the aptitude parameter up to S.

[0163] The aptitude parameter display section 152b on the inherited character selection screen 170 displays the aptitude parameter values ​​after they have increased in the first turn.

[0164] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly difficult race (hereinafter referred to as a factor target race), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.

[0165] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.

[0166] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.

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

[0168] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.

[0169] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.

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

[0171] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit may be determined, for example, by lottery. In this case, the higher the factor level, the higher the increase may be set.

[0172] In this embodiment, the ability parameters whose upper limit values ​​increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.

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

[0174] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that 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, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.

[0175] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.

[0176] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.

[0177] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, 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 a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.

[0178] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.

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

[0180] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).

[0181] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).

[0182] For each of the above-mentioned determination targets, it is determined whether or not a condition is met for each of a plurality of determination items. An example of the determination items is shown in Figure 13B. In this embodiment, the world view of the game is set such that characters that can be selected as characters to be trained are students, and each character trains at school.

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

[0184] Each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values ​​differ depending on the judgment item, but the expected compatibility values ​​may be common to all judgment items.

[0185] For example, when determining compatibility, first, it is determined whether all of the criteria are met between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values ​​associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values ​​are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.

[0186] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.

[0187] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.

[0188] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating 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 with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.

[0189] 9B, a display switch button 183 is provided on the training 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 training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters.

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

[0191] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.

[0192] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

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

[0194] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

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

[0196] In this embodiment, a rarity is set for each support card. There are three levels of rarity: 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 a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0197] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0198] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.

[0199] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0200] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various stats in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0201] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player or by another character promoted to a team member, as described below, when a hint event occurs during the training main game.

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

[0203] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

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

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

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

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

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

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

[0210] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by 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 on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.

[0211] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.

[0212] <Registering specific characters> As shown in Figure 4, once the scenario, character to be trained, successor character, and support card are registered, the specific character is then registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0213] As described above, when the character to be trained, the successor character, the support character (support card), and the specific character are stored, the preparation stage processing ends.

[0214] <Growth stage treatment> When the preparatory stage processing is completed, the training stage processing begins. The training stage processing progresses the training main game, in which the character to be trained can be trained. To facilitate understanding, the basic flow of the training main game will be explained below.

[0215] FIG. 17 is a diagram illustrating the options available in each turn. Note that the options available in each turn differ depending on the type of character being trained. However, the options available in each turn may be the same regardless of the type of character being trained. As shown in FIG. 17, the training main game is made up of turns 1 to 78. Various parameters are updated depending on the options selected by the player in each turn.

[0216] FIG. 18 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 18 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is provided for the character to be trained. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina."

[0217] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.

[0218] 18, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and an alphabet indicating a rank separated by each numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 also displays the skill points possessed by the character to be trained as a numerical value.

[0219] 18, a rest operation section 215, a training operation section 216, a skill operation section 217, an outing operation section 218, and a race operation section 219 are displayed at the bottom of the top screen 210. The current number of turns is displayed at the top left of the top screen 210.

[0220] Furthermore, the player can select one of the following items in each turn: a rest operation section 215, a training operation section 216, an outing operation section 218, and a race operation section 219.

[0221] The player can select the option "Rest" by operating the rest operation unit 215. When "Rest" is selected, the physical strength of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 216.

[0222] Furthermore, the player can select the option "Going out" by operating the going out operation unit 218. When "Going out" is selected, the condition of the character to be trained improves. Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 219.

[0223] When the character to be trained takes a rest, trains, goes out, or enters a race, the current turn ends and the next turn begins.

[0224] In this embodiment, a race-limited turn is set for each character, during which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected. During the race-limited turn, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed in gray, and operations by the player cannot be accepted.

[0225] Therefore, in the race-limited turns, the player must operate the race operation unit 219 to enter the character to be trained in a race. Although a detailed explanation will be omitted, as shown in FIG. 17, turns 74, 76, and 78 are set as race-limited turns common to all characters. In these three turns, the player must enter the character to be trained in a special race.

[0226] Furthermore, the skill operation section 217 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end.

[0227] Fig. 19A is a first diagram illustrating training screen 220. Fig. 19B is a second diagram illustrating training screen 220. When training operation section 216 on top screen 210 is operated, training screen 220 is displayed on display 26.

[0228] 19A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221, a stamina operation section 222, a power operation section 223, a willpower operation section 224, and a wisdom operation section 225 are displayed.

[0229] When the player operates one of the operation units 221-225, the training item corresponding to the operation unit 221-225 to which the operation input was made becomes provisionally selected. At this time, the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. FIG. 19A shows that the power operation unit 223 is provisionally selected. Also, FIG. 19B shows that the stamina operation unit 222 is provisionally selected.

[0230] When an operation input is again made to the temporarily selected speed operation unit 221, speed training is executed. Similarly, when an operation input is again made to the temporarily selected stamina operation unit 222, power operation unit 223, guts operation unit 224, or intelligence operation unit 225, stamina, power, guts, and intelligence training are executed, respectively.

[0231] Additionally, each operation unit 221 to 225 also displays the training level for each training item. The training level is a parameter that increases based on the number of training sessions, 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.

[0232] Furthermore, the operation units 221 to 225 in the provisionally selected state display a failure rate display unit 226. The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0233] Additionally, the status display unit 213 displays the increase in ability parameters when the training corresponding to the provisionally selected operation units 221 to 225 is successful. In the example shown in FIG. 19A, the power operation unit 223 is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213. Additionally, in the example shown in FIG. 19B, the stamina operation unit 222 is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display unit 213.

[0234] Furthermore, if the training is successful, the character to be trained will acquire skill points. The skill point display section 214 displays the skill points that the character to be trained will acquire if the training is successful, i.e., the increase in skill points. In the example shown in FIGS. 19A and 19B, the skill point display section 214 displays "+5."

[0235] Furthermore, when a training session is successfully completed, a predetermined event may occur. In this case, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training session in which the predetermined event occurs. The event notification display 227 may be displayed in different ways depending on the type of event.

[0236] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The characters placed in the training items include the support characters, specific characters, other team member or sub-member characters, and story characters set separately from these. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place it in a training item and the training item to be placed in it are determined by lottery.

[0237] 19B, a placed character icon 228 corresponding to a character placed in training (hereinafter referred to as a placed character) is displayed for each of the temporarily selected operation units 221 to 225 in the upper right portion of the training screen 220. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 227 is displayed on the corresponding placed character icon 228.

[0238] Furthermore, if the training linked to the placed character is successful, the parameter increase value of the character to be trained will be higher than if the training not linked to any placed character is successful. Note that, hereinafter, training in which characters are placed will be referred to as joint training.

[0239] In addition, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.

[0240] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0241] Each support card (support character) is associated with one of five training categories: speed, stamina, power, tenacity, and intelligence. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.

[0242] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training for that support character, a friendship training event is set for that training item. Then, when a training item for which a friendship training event is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0243] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.

[0244] As described above, in this embodiment, the conditions for setting a friendship training state in which the support character's bond parameter is greater than or equal to a predetermined value and the support character is placed in a pre-set training item are set as conditions for setting a friendship training state in which friendship training can occur.

[0245] 19C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to operation units 221 to 225 in the provisionally selected state, the training corresponding to operation unit 221 to 225 to which the operation input was made is executed. Once the training is executed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.

[0246] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0247] Additionally, if a training session in which the friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.

[0248] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0249] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.

[0250] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.

[0251] Although not shown in the figure, an effect is superimposed on the placed character icon 228 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 216 of the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.

[0252] Furthermore, on the training result notification screen 220a, the ability parameters displayed in the status display section 213 are updated. That is, the ability parameters of the character to be trained that correspond to the training item selected by the player are updated. Here, the value of the ability parameter that would increase if the training displayed in the status display section 213 in FIG. 19A or 19B were successful is added.

[0253] Furthermore, the training result reporting screen 220a updates and displays the skill points in the skill point display section 214. Here, the increased value of the skill points displayed in the skill point display section 214 in FIG. 19A or 19B is added.

[0254] Furthermore, the display on the physical strength display unit 211 is updated according to the training item that has been performed. If the training of speed, stamina, power, or tenacity is successful, physical strength will decrease. On the other hand, if the training of wisdom is successful, physical strength will recover.

[0255] Furthermore, if training fails, a predetermined penalty is imposed. 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 imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.

[0256] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0257] 19D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0258] For example, when the first or second hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a specific ability. Each skill has its own activation conditions and effects, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.

[0259] Events include first and second hint events that provide skill hints, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase condition, and events that decrease condition. As will be described in more detail later, events include events whose occurrence turn is predetermined and events that occur when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all of the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0260] FIG. 20A is a first diagram illustrating an inheritance event. FIG. 20B is a second diagram illustrating an inheritance event. FIG. 20C is a third diagram illustrating an inheritance event. FIG. 20D is a fourth diagram illustrating an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and will always occur on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 31st turn.

[0261] When the 31st turn begins, first, as shown in FIG. 20A, the character to be trained and an operation section marked "Touch" are displayed on the event screen 220b. When the operation section displayed on the event screen 220b is tapped, an animated image including the character to be trained and two inherited characters is displayed, as shown in FIG. 20B. Furthermore, when the operation section is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters to be trained, including the first and second inherited generations.

[0262] Then, as shown in Figure 20C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 20D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 18A is displayed, allowing the player to select one of the options. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.

[0263] FIG. 21A is a first diagram illustrating the skill screen 230. FIG. 21B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the top screen 210 is operated, the skill screen 230 shown in FIG. 21A is displayed on the display 26. The skill screen 230 displays a skill point display unit 214. As described above, the skill point display unit 214 displays the current skill points possessed by the character to be trained (player).

[0264] A skill display area 231 is provided below the skill point display section 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display columns 232 display acquired skills, skills preset for the character to be trained, skills acquired as a result of various events occurring, etc. Note that, although three skill display columns 232 are displayed in the skill display area 231 in FIG. 21A , when a slide operation is input in the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.

[0265] The skill display area 231 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. In addition, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the skill points required to acquire the skill. In addition, the required points display section 233 is provided with an operation section marked "+" or "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 232. In addition, the player can cancel the selection state of the skill displayed in the skill display field 232 by operating the operation section marked "-".

[0266] If a first or second hint event corresponding to a possessed skill occurs, the skill points consumed to acquire that possessed skill are discounted. Furthermore, if the character's hint level has been strengthened before the start of the training game, the skill points consumed to acquire the possessed skill are also discounted. Here, for the possessed skill for which a hint has been obtained, the discounted skill points are displayed in the required points display area 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display field 232. Furthermore, if a predetermined hint event occurs, the skill points consumed to acquire two or more possessed skills may be discounted.

[0267] Furthermore, on the skill screen 230, skill display fields 232 corresponding to skills that can be acquired and skill display fields 232 corresponding to skills that cannot be acquired are distinguishably displayed. For example, skill display fields 232 corresponding to acquired skills and skill display fields 232 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that in place of the required points display section 233, an icon labeled "Acquired" is displayed in the skill display fields 232 corresponding to acquired skills.

[0268] In addition, below the skill display area 231, there are provided a decision operation section 235a, a reset operation section 235b, and a return operation section 235c. When the decision operation section 235a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.

[0269] For example, assume that in the state shown in FIG. 21A, a skill corresponding to the skill display field 232 displayed in the top row of the skill display area 231 is acquired. In this case, as the skill is acquired, the skill screen 230 is updated as shown in FIG. 21B. Here, the skill display field 232 displayed in the top row of the skill display area 231 is displayed grayed out. Furthermore, the skill point display section 214 displays the remaining skill points after the skill is acquired.

[0270] When the reset operation section 235b is operated, the selection state of all skills is cancelled. When the return operation section 235c is operated, the skill screen 230 is closed and the top screen 210 is displayed.

[0271] In this embodiment, evolution conditions are set for some skills. As will be described in detail later, a player can evolve skills for which the evolution conditions are met upon completion of the training game. Skill evolution refers to a change in the skill itself or a change in the utility brought about by the skill. In this embodiment, of the four awakening skills set for each character, evolution conditions are set for the awakening skills that are unlocked at awakening levels "3" and "5". Hereinafter, awakening skills for which evolution conditions are set are referred to as evolution-compatible skills. Note that, although the case where the awakening skills that are unlocked at awakening levels "3" and "5" are evolution-compatible skills will be described, the evolution-compatible skills may be any other skills.

[0272] Furthermore, whether or not a skill is an evolution-compatible skill is determined not by the type of skill but by each character (character card). Specifically, the "Furious Pursuit" skill shown in FIG. 21A is linked to various characters as a possessed skill. In this case, for example, the "Furious Pursuit" skill is set as an awakening skill with awakening level = 3 for character A, and is set as a simple possessed skill for character B.

[0273] In this case, in a training game in which character A is set as the character to be trained, the skill "Hot Pursuit" is an evolution-compatible skill, but in a training game in which character B is set as the character to be trained, the skill "Hot Pursuit" is not an evolution-compatible skill. Therefore, in a training game in which character B is set as the character to be trained, the player cannot evolve the skill "Hot Pursuit."

[0274] In the above example, assume that the "Hot Pursuit" skill has not been unlocked for Character A. In this case, the character being trained cannot basically acquire the "Hot Pursuit" skill. However, as described above, the support card has skills set in it just like the character card, and when a support event occurs, Character A may later acquire the "Hot Pursuit" skill. However, even if the player acquires the "Hot Pursuit" skill after the fact, the player cannot evolve the skill.

[0275] In other words, it can be said that the evolution conditions include the fulfillment of the unlock conditions for the evolution-enabled skill. However, as described above, the player may also be able to evolve skills that are acquired later. Furthermore, for example, an evolution-enabled skill may be provided that is unrelated to the type of character or the circumstances under which the skill was acquired. In this case, if the evolution conditions set for the evolution-enabled skill are fulfilled, the player can evolve the skill, regardless of the type of character being trained or the circumstances under which the skill was acquired.

[0276] When the evolution condition is met, the skill display column 232 displays "Evolvable." That is, on the skill screen 230, skills for which the evolution condition is met are highlighted. Note that the content of the highlighting of skills for which the evolution condition is met is not limited to this. For example, an effect may be displayed in the skill display column 232 corresponding to a skill for which the evolution condition is met. Alternatively, the skill display column 232 corresponding to a skill for which the evolution condition is met may be displayed in a color different from that of the other skill display columns 232. Alternatively, the skill display column 232 corresponding to a skill for which the evolution condition is met may be displayed larger than the other skill display columns 232. This improves the convenience for the player when acquiring skills.

[0277] FIG. 22 is a diagram illustrating an example of evolution conditions. FIG. 22 shows evolution-compatible skills that are set for each of characters A, B, and C. Specifically, in the example shown in FIG. 22, the awakening skill "Gluttonous" that is unlocked at awakening level = 3 and the awakening skill "Whole Body and Soul" that is unlocked at awakening level = 5 are set for character A. Furthermore, the awakening skill "Gluttonous" that is unlocked at awakening level = 3 and the awakening skill "Curve Sommelier" that is unlocked at awakening level = 5 are set for character B. Furthermore, the awakening skill "Iron Will" that is unlocked at awakening level = 3 and the awakening skill "Unyielding Spirit" that is unlocked at awakening level = 5 are set for character C.

[0278] Here, two awakening skills that are unlocked at awakening levels "3" or "5" are set as evolution-compatible skills. In this way, in this embodiment, two evolution-compatible skills are set for all characters linked to character cards, i.e., all characters that can be set as characters to be trained. However, the number of evolution-compatible skills may differ depending on the character. Also, there may be characters that do not have evolution-compatible skills set.

[0279] Furthermore, each Awakening Skill, which is an evolution-compatible skill, is always linked to at least one evolution skill. An evolution skill is a skill that can be transformed from an evolution-compatible skill when the evolution conditions are met. Specifically, Character A's evolution-compatible skill "Glutton" is linked to the evolution skills "Glutton A" and "Glutton B."

[0280] It should be noted that, here, an evolved skill is assumed to have higher performance than its pre-evolved counterpart. However, it is sufficient that the evolved skill and its pre-evolved counterpart differ in at least some of their performance (activation conditions, effects exerted when activated, etc.). Therefore, the evolved skill may be inferior in performance to the evolved skill in part or overall.

[0281] Furthermore, here, the evolved skill is given a name that is different from the corresponding evolved skill. Furthermore, each skill is always associated with one skill ID. Therefore, here, the evolved skill and the corresponding evolved skill are each associated with a different skill ID. However, the evolved skill may be given the same name as the corresponding evolved skill. Furthermore, the evolved skill may be associated with the same skill ID as the corresponding evolved skill. For example, an evolved skill may be one in which at least a portion of the parameters associated with the corresponding evolved skill have changed.

[0282] Skills are also classified into multiple categories based on the benefits provided by activation or the conditions for activation. For example, skills are classified based on the benefits provided by activation, such as speed skills that increase speed during a race, or stamina skills that restore stamina during a race. Skills are also classified based on the race distance and strategy in which they can be activated. Therefore, there are skills that belong to multiple categories, such as stamina skills and long-distance skills. On the other hand, there may also be skills that belong to only one category, or skills that do not belong to any category.

[0283] Here, the evolved skill shares at least a part of the same lineage with the corresponding evolution skill before evolution, but the evolved skill may be of a completely different lineage from the corresponding evolution skill before evolution.

[0284] As mentioned above, evolutionary skills have evolutionary conditions set. Because evolutionary conditions are set for each evolutionary skill, it can also be said that evolutionary skills have evolutionary conditions set. Evolutionary skills always have one or more evolutionary conditions set. For example, the skill "Glutton A," which is the evolutionary skill of character A, has two evolutionary conditions set: a first condition and a second condition. Here, the first condition is that "Going out" must be performed at least once during the training game, and the second condition is that the value of the stamina ability parameter must be 1200 or more.

[0285] Therefore, if character A, whose awakening level is "3" or higher, is the character to be trained and has already acquired the skill "Glutton," when the first and second conditions are met, the player will be able to evolve the acquired skill "Glutton" into the evolved skill "Glutton A."

[0286] For example, the first condition for the skill "Gluten B," which is an evolution skill for character A, is to win a specific race during the training game, and the second condition is to have five hints for speed-related skills. Note that the evolution conditions are not limited to speed-related skills, and include other evolution conditions such as having a specific number of hints for a specific skill.

[0287] Here, if the number of hints possessed for a specific skill is set as an evolution condition, the count of the number possessed may not increase even if hints for the same skill are obtained multiple times. Also, if the number of hints possessed for a specific skill is set as an evolution condition, the count may include the number of hints possessed for the evolution-compatible skill before evolution that corresponds to the evolved skill. Also, if the number of hints possessed for a specific skill is set as an evolution condition, skills that have become acquireable due to an increase in the awakening level (with a hint level of zero) may not be included in the count of the number possessed. Also, if the number of hints possessed for a specific skill is set as an evolution condition, skills that have an increase in the hint level of an awakening skill and have a hint level of 1 or higher may be included in the count of the number possessed.

[0288] The multiple evolution skills linked to one evolution-compatible skill have at least some different evolution conditions set. For example, if both the evolution conditions set for the skill "Glutton A" and the evolution conditions set for the skill "Glutton B" are met, the player can select either "Glutton A" or "Glutton B" as the evolution destination for the acquired skill "Glutton." However, an evolution-compatible skill linked to multiple evolution skills may have only one evolution condition set, and if one evolution condition is met, the player may be able to select one of the evolution skills.

[0289] In this embodiment, as shown in FIG. 22, the number of evolution conditions set for one evolution skill is anywhere from 1 to 3. However, the number of evolution conditions set for one evolution skill may be the same for all evolution skills. Also, for example, the more evolution conditions set, the stronger the performance of the evolution skill may be.

[0290] 22, the skill "Glutton" is set as an awakening skill that is unlocked at awakening level 3 for both Character A and Character B. However, as is clear from FIG. 22, the number of evolution skills linked to the same skill "Glutton" differs between Character A and Character B.

[0291] That is, for character A, the skill "Glutton" is linked to the skill "Glutton A" and the skill "Glutton B" as evolution skills. On the other hand, for character B, the skill "Glutton" is linked to the skill "Glutton A" as an evolution skill. In this way, even for the same evolution-compatible skill, the number and type of evolution skills linked to the evolution-compatible skill may differ depending on the character.

[0292] Furthermore, the evolution conditions for the evolution skill "Gluten A" differ between Character A and Character B. As such, even for the same evolution skill, the evolution conditions differ depending on the character, requiring a high level of strategy from the player. In other words, each character needs to progress through the game in its own way, which adds variety to the training game and increases the game's enjoyment. Furthermore, in order to acquire an evolution skill, evolution conditions must be met. Some of these evolution conditions can only be achieved by progressing through the game in a planned manner throughout the entire training game. This requires long-term strategic planning, which increases the game's enjoyment.

[0293] Here, the number of evolution skills linked to one evolution-compatible skill and the evolution conditions are different for each character. However, the number of evolution skills linked to one evolution-compatible skill and the evolution conditions may be common to all characters. Also, the evolution conditions shown in FIG. 22 are merely an example, and the content of the evolution conditions can be set as appropriate.

[0294] As described above, the evolution skills and evolution conditions associated with the evolution-compatible skills are important considerations when playing the training game. However, because there are a wide variety of evolution skills and evolution conditions, it is difficult for a player to grasp all of this information. Therefore, as shown in FIG. 21A, an evolution icon 232a is displayed in the skill display field 232. When the evolution icon 232a is operated, the player can check information related to the evolution skill.

[0295] FIG. 23A is a diagram illustrating an evolution skill confirmation screen 236. When the evolution icon 232a is operated, the evolution skill confirmation screen 236 shown in FIG. 23A is displayed. At the top of the evolution skill confirmation screen 236, the skill display field 232 for which the evolution icon 232a was operated is displayed. That is, at the top of the evolution skill confirmation screen 236, the skill display field 232 corresponding to the skill selected by the player (evolution-compatible skill) is displayed. At the top of this skill display field 232, "Pre-evolution skill" is displayed, indicating that the skill selected by the player is a pre-evolution skill.

[0296] In addition, a message stating "Can evolve after training is completed" is displayed below the skill display field 232. An evolution skill display field 237 is provided below this message. The evolution skill display field 237 displays information about the evolution skill, such as the name of the evolution skill linked to the skill displayed in the skill display field 232, the activation conditions, and the effect when activated. The same number of evolution skill display fields 237 are displayed as the number of evolution skills linked to the skill displayed in the skill display field 232.

[0297] At this time, the evolution skill display field 237 of the evolution skill for which the evolution condition is met is displayed in a differentiated manner from the evolution skill display field 237 of the evolution skill for which the evolution condition is not met. Specifically, the evolution skill display field 237 of the evolution skill for which the evolution condition is not met is displayed in a grayed-out state. Furthermore, an icon marked "Achieved" is superimposed on the evolution skill display field 237 for which the evolution condition is met. In this way, the evolution skill display field 237 of the evolution skill for which the evolution condition is met is highlighted, thereby improving convenience for the player.

[0298] It should be noted that the evolution skill confirmation screen 236 is provided with a close operation section 236a. When the close operation section 236a is operated, the evolution skill confirmation screen 236 is closed and the skill screen 230 is displayed. Furthermore, the evolution skill display field 237 is provided with a condition display operation section 237a. When the condition display operation section 237a is operated, an evolution condition confirmation screen 238 is displayed.

[0299] Fig. 23B is a first diagram illustrating the evolution condition confirmation screen 238. Fig. 23C is a second diagram illustrating the evolution condition confirmation screen 238. Fig. 23B shows a case where the condition display operation unit 237a provided in the evolution skill display field 237 in the upper row of Fig. 23A is operated. Fig. 23C shows a case where the condition display operation unit 237a provided in the evolution skill display field 237 in the lower row of Fig. 23A is operated.

[0300] An evolution skill display field 237 corresponding to the evolution skill selected by the player on the evolution skill confirmation screen 236 is displayed at the top of the evolution condition confirmation screen 238. In addition, an evolution condition display field 239 is displayed below the evolution skill display field 237. The evolution condition display field 239 displays the evolution conditions (contents) set for the evolution skill and the degree of achievement of the evolution conditions. Specifically, the evolution condition display field 239 has an achievement level display bar 239a provided for each condition. The achievement level display bar 239a visually displays the degree of achievement of each condition, and as shown in FIG. 23C , the display color changes depending on the degree of achievement. In addition, for conditions that have already been achieved, "Completed" is displayed below the achievement level display bar 239a.

[0301] In this way, convenience for the player is improved by the evolution condition confirmation screen 238. Note that a close operation section 238a is provided on the evolution condition confirmation screen 238. When the close operation section 238a is operated, the evolution skill confirmation screen 236 is displayed.

[0302] In this embodiment, each scenario is associated with a scenario skill. A scenario skill is a skill that can be acquired by a character to be trained. Specifically, five skills from among the skills that can be acquired by a character to be trained are set as scenario skills in each scenario. In other words, five scenario skills are provided in each scenario. However, the number of scenario skills is not particularly limited.

[0303] Scenario skills are skills that can evolve upon completion of the training game, similar to the awakening skills with the above-mentioned awakening levels of "3" or "5." Therefore, in this embodiment, awakening skills linked to the character to be trained and scenario skills linked to the scenario are provided as evolution-compatible skills.

[0304] As mentioned above, four awakening skills are linked to a character to be trained, and two of these awakening skills are set as evolution-compatible skills. Meanwhile, five scenario skills, which are evolution-compatible skills, are provided for each scenario. Therefore, a maximum of seven skills can be evolved in one training game. However, a maximum of two scenario skills can be evolved by a player in one training game. Therefore, a total of four skills can be evolved in one training game: two awakening skills and two scenario skills.

[0305] FIG. 24 is a diagram illustrating the relationship between scenario types and scenario skills. In FIG. 24, scenario types are indicated by capital letters, and skill types are indicated by lowercase letters. Note that skills indicated by lowercase letters are any skills that can be acquired in the training game, and include both skills associated with characters and skills associated with support cards. The circles in FIG. 24 indicate skills that are set as scenario skills in each scenario.

[0306] For example, the scenario skills set in scenario A include skills b, h, and n. Also, for example, the scenario skills set in scenario B include skills c, f, p, and q. In this way, the five scenario skills set in each scenario are different for each scenario. Note that here, some of the five scenario skills are common to all scenarios. For example, skill e is set as a scenario skill in both scenarios C and D. However, scenario skills may be set so that they do not overlap in all scenarios.

[0307] Also, two or more scenarios in which all scenario skills are the same may be provided. Furthermore, a scenario in which no scenario skills are set (for example, scenario E in FIG. 24) may be provided. Here, five scenario skills are set for all scenarios, but the number of scenario skills may vary depending on the scenario.

[0308] FIG. 25 is a diagram illustrating an example of a scenario skill. FIG. 25 shows five scenario skills that are set for a specific scenario. In the example shown in FIG. 25, five skills with the skill names "Killer Tune," "Stormy Ambition," "Whole Body and Soul," "Flash of Light," and "Nonstop Girl" are set as scenario skills. Each scenario skill is associated with an evolution skill that can evolve when the scenario evolution conditions are met. Here, for each scenario, information indicating the scenario skill and information indicating the evolution skill are managed using data such as CSV data.

[0309] Furthermore, the evolved skill linked to a scenario skill is assumed to have higher performance than the scenario skill before evolution (the evolved skill). However, the evolved skill and the scenario skill before evolution only need to differ in at least some of their performance (activation conditions, effects demonstrated when activated, etc.). Therefore, the evolved skill may be inferior in performance to the scenario skill in some parts or overall.

[0310] Here, one evolution skill is linked to each scenario skill. Also, here, a common scenario evolution condition is set for the five scenario skills. Here, a first condition and a second condition are set as scenario evolution conditions set for the scenario skill. The first condition is to cause a scenario-specific event to occur. This scenario-specific event is an event that occurs only during the training game in which the scenario is selected and played. In other words, the first condition is a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the scenario skill is set.

[0311] The condition for the occurrence of a scenario-specific event is, for example, winning a lottery. Alternatively, for example, the timing of the occurrence of a scenario-specific event may be predetermined, so that the scenario-specific event always occurs in a predetermined turn. Alternatively, for example, a scenario-specific event may occur when a lottery is won, or when a choice is presented to the player in a predetermined turn and a predetermined choice is selected.

[0312] Furthermore, a dedicated hint event corresponding to a scenario skill that occurs only in the target scenario may be set as a scenario-specific event. For example, in a scenario in which skill A is set as a scenario skill, the occurrence of a hint event for skill A when skill A has already been acquired may be set as a scenario evolution condition. In this case, for example, in a scenario in which skill A is not set as a scenario skill, a hint event for skill A does not occur when skill A has already been acquired. Alternatively, in a scenario in which skill A is set as a scenario skill, a hint event corresponding to an acquired skill other than skill A does not occur. On the other hand, in a scenario in which skill A is set as a scenario skill, a hint event for skill A may occur even when skill A has already been acquired.

[0313] The second condition is to acquire five or more mile skills. Here, the second condition is set to acquire a certain number of distance-related (mile) skills. Therefore, this scenario can be said to be suitable for developing a character who excels in mile races. In this way, by including conditions related to distance-related skills in the scenario evolution conditions of scenario skills, the characteristics of each scenario become clear.

[0314] Here, only one evolution skill is linked to each scenario skill, but two or more evolution skills may be linked to a scenario skill. Also, the number of evolution skills linked to each scenario skill may differ. Also, here, a common scenario evolution condition is set for all scenario skills, but a different scenario evolution condition may be set for each scenario skill. In this case, the number of scenario evolution conditions set may differ for each scenario skill. Also, a common evolution skill may be linked to multiple scenario skills.

[0315] Here, the occurrence of a scenario-specific event is set as a scenario-specific condition. However, the scenario-specific condition may be any condition that can be realized by playing the scenario. For example, the scenario-specific condition may be acquiring a scenario skill in the scenario. Alternatively, the scenario-specific condition may simply be playing the training game for the scenario. Furthermore, for example, achieving a goal set specifically for the scenario may be set as a scenario-specific condition. Furthermore, for example, the scenario-specific event as the first condition shown in FIG. 25 may be an event that occurs when all goals in the training game are achieved. In this case, the first condition can essentially be said to be clearing the training game.

[0316] In addition, in this embodiment, a second condition is set in addition to the first condition, which is a scenario-specific condition, but the second condition is not essential. Also, for example, a common scenario-specific condition may be set as the first condition for all scenario skills, and a different second condition may be set for each scenario skill.

[0317] In addition, a first condition and a second condition may be set, and when either of these conditions is achieved, the scenario skill can be evolved. In this case, the second condition may be different from that in this embodiment.

[0318] In any case, it is sufficient that scenario-specific conditions that can be fulfilled by playing a training game for a scenario in which a scenario skill is set are defined for each scenario skill set in that scenario, and that at least when the scenario-specific conditions defined for a scenario skill linked to acquisition information are fulfilled, that scenario skill or the utility provided by that scenario skill can change.

[0319] Furthermore, scenario skills include awakening skills that are linked to characters to be trained as evolution-compatible skills. For example, "Wholeheartedness" shown in FIG. 25 is set as the awakening skill for character A's awakening level = "5" as shown in FIG. 22. Therefore, when character A is set as the character to be trained, the skill "Wholeheartedness" becomes an evolution-compatible skill as an awakening skill, and also becomes an evolution-compatible skill as a scenario skill. In this way, a skill that corresponds to both an awakening skill and a scenario skill can evolve into either an evolution skill linked to an awakening skill or an evolution skill linked to a scenario skill.

[0320] Specifically, assume that all of the scenario evolution conditions shown in FIG. 25 are met for the skill "Wholeheartedness" as a scenario skill. In this case, at the completion of the training game, the player can evolve the skill "Wholeheartedness" into the evolved skill "Wholeheartedness SP." The evolution of the scenario skill shown in FIG. 25 into the evolved skill linked to the scenario skill is called the "first change."

[0321] Furthermore, assume that all of the evolution conditions for the "Wholehearted" skill as an awakened skill shown in FIG. 22 are met. In this case, at the end of the training game, the player can evolve the "Wholehearted" skill into the evolved skill "Wholehearted A" or "Wholehearted B." The evolution of the awakened skill shown in FIG. 22 into the evolved skill linked to the awakened skill is called the "second transformation."

[0322] Let us assume that all of the evolution conditions shown in Figures 22 and 25 are met for the skill "Wholeheartedness." In this case, the player can select one of the three evolution skills, "Wholeheartedness A," "Wholeheartedness B," or "Wholeheartedness SP," as the skill to evolve into.

[0323] That is, when at least the scenario-specific conditions (scenario evolution conditions) set forth for the scenario skill linked to the acquisition information are met, a first change that changes the scenario skill or the utility brought about by the scenario skill becomes possible. Furthermore, evolution conditions that can be met during the training game are set forth for each awakening skill, and when the evolution conditions set forth for the awakening skill linked to the acquisition information are met, a second change that changes the awakening skill or the utility brought about by the awakening skill becomes possible.

[0324] The scenario skill includes an awakening skill. When the scenario skill linked to the acquisition information is an awakening skill, and both the scenario-specific condition (scenario evolution condition) and the evolution condition set for the scenario skill linked to the acquisition information are met, at least one of the first transformation and the second transformation can be selected.

[0325] Note that the player can also choose not to evolve the skill even if the evolution condition is met. In other words, if the scenario skill linked to the acquisition information is an awakening skill and both the scenario-specific condition (scenario evolution condition) and the evolution condition set for the scenario skill linked to the acquisition information are met, the player can choose not to execute either the first or second change, in addition to the first and second changes.

[0326] Note that, here, skills set as both scenario skills and awakening skills can be evolved into evolutionary skills through the first change or the second change. In this case, the evolutionary skill evolved through the first change is different from the evolutionary skill evolved through the second change. However, some or all of the evolutionary skills evolved through the first change and the second change may be the same.

[0327] As described above, in this embodiment, different scenario skills are provided for each scenario. However, it is difficult for a player to accurately grasp the different scenario skills for each scenario. In this embodiment, in order to improve convenience for the player, the player can check the scenario skills of the scenario currently being played during the training game.

[0328] FIG. 26A is a diagram illustrating the scenario skill list screen 240. FIG. 26B is a third diagram illustrating the evolution condition confirmation screen 242. As shown in FIG. 21A, the skill screen 230 has a scenario icon 235d. When the scenario icon 235d is tapped, the scenario skill list screen 240 shown in FIG. 26 is displayed. Five scenario skill display sections 241 are displayed on the scenario skill list screen 240. Each scenario skill display section 241 is associated with one of the five scenario skills set for the scenario currently being played.

[0329] The scenario skill display section 241 shows the skill name of the skill set in the scenario skill and the effect when the skill is activated. The scenario skill list screen 240 allows the player to check the scenario skills set in the scenario currently being played. The scenario skill display section 241 also has an evolution icon 241a.

[0330] When the evolution icon 241a in the scenario skill display section 241 is tapped, an evolution condition confirmation screen 242 is displayed, as shown in Fig. 26B. At the top of the evolution condition confirmation screen 242, a scenario skill display field 243 corresponding to the scenario skill selected by the player on the scenario skill list screen 240 is displayed. The scenario skill display field 243 shows the skill name and the effect when the skill is activated.

[0331] In addition, an evolution condition display field 244 is displayed below the scenario skill display field 243. The evolution condition display field 244 displays the evolution conditions (contents) set for the scenario skill and the degree of achievement of the evolution conditions. Specifically, the evolution condition display field 244 has an achievement degree display bar 244a provided for each condition. The achievement degree display bar 244a is the same as in Figures 23B and 23C, and for conditions that have already been achieved, "Completed" is displayed below the achievement degree display bar 244a.

[0332] In this way, the scenario skill list screen 240 and the evolution condition confirmation screen 242 improve convenience for the player. The scenario skill list screen 240 and the evolution condition confirmation screen 242 may be displayed outside the training game. Even outside the training game, the convenience for the player is further improved by being able to understand the scenario skills set for each scenario and the evolution conditions for each scenario skill. When the evolution condition confirmation screen 242 is displayed outside the training game, the achievement level display bar 244a may be hidden. In other words, outside the training game, screens equivalent to the scenario skill list screen 240 and the evolution condition confirmation screen 242 may be displayed.

[0333] As mentioned above, when starting the training game, the player must first select a scenario on the scenario selection screen. On this scenario selection screen, the scenario skill list screen 240 and the evolution condition confirmation screen 242, or equivalent screens, may be displayed in response to the player's input.

[0334] 27A is a first diagram illustrating the race selection screen 245. When the race operation unit 219 on the top screen 210 is operated, the race selection screen 245 shown in Fig. 27A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).

[0335] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 245. A race selection operation section 246 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 245. A start operation section 247 is displayed at the bottom of the race selection screen 245. The races that can be selected using the race selection operation section 246 on the race selection screen 245 are set in advance for each turn.

[0336] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 246, as shown in FIG. 27A, and a notice is issued 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 race selection screen 245.

[0337] FIG. 27B is a diagram illustrating a race start screen 250. When the start operation unit 247 is operated after the race event in which the player will participate has been selected using the race selection operation unit 246, the race start screen 250 shown in FIG. 27B is displayed. A strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.

[0338] Furthermore, a result operation section 253 and a race operation section 254 are displayed at the bottom of the race start screen 250. When the race operation section 254 is operated, a race screen (not shown) is displayed on the display 26. On the race screen, a video of the development of the race (hereinafter also referred to as race video) is displayed.

[0339] FIG. 27C is a first diagram illustrating the race result screen 260. FIG. 27D is a second diagram illustrating the race result screen 260. When playback of the race video has finished, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 27C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 27D, the race result screen 260 displays the current class of the character to be trained.

[0340] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of fan numbers is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0341] 28 is a diagram illustrating 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 turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.

[0342] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that can occur during the training main game are predetermined.

[0343] 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.

[0344] 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 will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0345] A common scenario event is an event that appears in multiple scenarios. Therefore, a common scenario event will appear when both the first scenario and the second scenario are selected.

[0346] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and common scenario events may be provided.

[0347] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for characters that the player has registered as characters to be trained in the setting game, i.e., in the preparation stage processing.

[0348] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.

[0349] After the process of determining 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.

[0350] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.

[0351] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.

[0352] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.

[0353] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events change ability parameters or aptitude parameters in addition to displaying the story.

[0354] 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.

[0355] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining an exclusive event. Here, illustrations and descriptions of the process for determining a scenario event and the process for determining an exclusive event are omitted. The turn start processing includes the following processes shown in FIG. 28: "Process for determining whether a first event will occur," "Process for determining whether a character will be deployed and the training items to be deployed," "Process for setting a friendship training availability state," "Process for determining an ability parameter increase value," and "Process for setting a second event availability state." While various other processes are also executed in the turn start processing, the processes shown in FIG. 28 will be described below in order.

[0356] <Process to determine whether the first event has occurred> In the process of determining whether or not to cause a first event to occur, a first event to occur is determined by lottery from among the support events linked to all support cards provided by the administrator. At this time, the probability of winning a support event linked to a support card registered in a deck by a player in the preparation stage process is set to be high.

[0357] <Process to determine whether to place a character and the training items to be placed> 29 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, training items are determined for all team members and story characters based on character identification information.

[0358] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and specific characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and specific characters is used when the character whose placement is to be determined is set as a support character and also as a specific character.

[0359] According to the placement decision table for specific characters, the decision to not place the character in any training is set at 20%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and intelligence is set at 16%. This placement decision table for specific characters is used when the target character is not set as a support character but as a specific character.

[0360] According to the support character placement table, the probability of not placing the character in any training is 30%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 14%. This support character placement table is used when the target character is set as a support character and not as a specific character.

[0361] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a specific character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.

[0362] In this way, team members registered as support characters are more likely to be placed in training than team members not registered as support characters, and team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.

[0363] As described above, a special training is set for a support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 29 so that the selection probability of the special training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. For support characters that are linked with such an effect, a change is made so that the placement probability for a predetermined training item is increased.

[0364] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."

[0365] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0366] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.

[0367] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.

[0368] <Process to set the state in which friendship training can occur> Returning to FIG. 28, once the placement information is determined as described above, a friendship training state is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training state to occur are met for the extracted support character. As described above, the setting conditions for the friendship training state to occur are set such that the training item in which the support character is placed is a specialty training and that the bond parameter associated with the support character is equal to or greater than a predetermined value.

[0369] The friendship training occurrence possibility information is then linked to support characters that meet the friendship training occurrence possibility state setting conditions. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the friendship training occurrence possibility state setting conditions are placed. This sets the friendship training occurrence possibility state.

[0370] <Process to determine the increase value of ability parameters> In a turn in which training can be performed, the increase in ability parameters upon successful training is determined for each training item.

[0371] 30A is a diagram illustrating a training level table. As shown in FIG. 30A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected three or less times, the training levels for speed, stamina, power, tenacity, and intelligence are set to "Level 1." If each training is selected four or more times but seven or fewer times, the training levels are set to "Level 2." If each training is selected eight or more times but eleven or fewer times, the training levels are set to "Level 3." If each training is selected twelve or more times but fifteen or fewer times, the training levels are set to "Level 4." If each training is selected sixteen or more times, the training levels are set to "Level 5."

[0372] Here, the case where the training level increases according to the number of times the training is selected has been described. However, the conditions for increasing the training level are not limited to this. For example, the training level may be increased or decreased by lottery. Alternatively, the training level may be changed according to the number of turns. The training level is not required.

[0373] 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.

[0374] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0375] Furthermore, stamina training is performed, and if successful, the values ​​of the stamina and tenacity ability parameters increase.

[0376] Furthermore, power training is performed, and if successful, the values ​​of the stamina and power ability parameters increase.

[0377] Furthermore, if guts training is performed and is successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0378] Additionally, wisdom training is performed, and if successful, the values ​​of the speed and wisdom ability parameters increase.

[0379] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value, which will be described later, to a fixed increase value that is determined in accordance with the training item and training level performed.

[0380] Fig. 30B is a diagram illustrating a fixed increase value (speed) table. Fig. 30C is a diagram illustrating a fixed increase value table (power). That is, Fig. 30B shows fixed increase values ​​when the training item is speed. Fig. 30C shows fixed increase values ​​when the training item is power.

[0381] As shown in Figures 30B and 30C, the fixed increase value table stores fixed increase values ​​that are determined in accordance with the training item and training level that has been performed. In this embodiment, as shown in Figures 30B and 30C, the ability parameter is set to increase more significantly as the training level increases.

[0382] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.

[0383] In addition, in this embodiment, many conditions for adding ability parameters are set. For example, an example of the conditions for adding is that a specific character or support character is placed in a training item. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0384] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Furthermore, the friendship bonus addition rate is calculated for each character placed in the training item.

[0385] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate is 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters.

[0386] <Process to set the second event occurrence state> Returning to Figure 28, a state in which a second event can occur is set for a support character placed in one of the training items. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0387] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. If a player selects a training item in which a support character is placed for which a second event can be set, the second event will occur after the training is completed.

[0388] It should be noted that a second event may be set to occur in each of multiple support characters arranged in one training item. In this case, when the training is performed, only one of the second events for which a possible occurrence state has been set may be executed. Alternatively, all of the second events for which a possible occurrence state has been set may be executed.

[0389] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0390] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0391] In this embodiment, when all turns in the training main game are completed, the player can select an evolution skill. Specifically, if the character to be trained has acquired an awakening skill set as an evolution-compatible skill during the training main game and the evolution condition of the evolution-compatible skill is met, the player can choose whether to change the acquired evolution-compatible skill to an evolution skill. In other words, if the evolution condition set for each awakening skill, which is set for the awakening skill to which the acquisition information is linked, is met, the skill can be changed to the evolution skill corresponding to the awakening skill.

[0392] Similarly, if a character to be trained acquires a scenario skill that is an evolution-compatible skill during the training main game and the scenario evolution conditions for the scenario skill are met, the player can choose whether to change the acquired scenario skill to an evolution skill. In other words, if the scenario evolution conditions set for each scenario skill and for the scenario skill to which the acquisition information is linked are met, the skill can be changed to the evolution skill corresponding to the scenario skill.

[0393] FIG. 31A is a diagram illustrating an end confirmation dialog 280. FIG. 31B is a diagram illustrating a suggestion image 281. FIG. 31C is a first diagram illustrating a first evolution skill selection dialog 282. FIG. 31D is a second diagram illustrating the first evolution skill selection dialog 282. When all turns in the training main game are completed, a final screen (not shown) is displayed. On this final screen, for example, it is possible to acquire possessed skills by consuming skill points. Then, when the end button provided on the final screen is operated, the end confirmation dialog 280 shown in FIG. 31A is superimposed on the final screen.

[0394] The termination confirmation dialog 280 is provided with a cancel operation section 280a and a confirm operation section 280b. When the cancel operation section 280a is operated, the termination confirmation dialog 280 is closed. Furthermore, the confirm operation section 280b accepts a termination operation to end the training main game. When a termination operation is input into the confirm operation section 280b, if the character to be trained has acquired skills that satisfy the evolution conditions or scenario evolution conditions, a suggestion image 281 shown in FIG. 31B is displayed.

[0395] Here, a cut-in image showing the character to be trained is displayed as a suggestion image 281 superimposed on the end confirmation dialog 280. After the suggestion image 281 is displayed for a predetermined time, a first evolution skill selection dialog 282 shown in FIG. 31C is displayed.

[0396] The first evolution skill selection dialog 282 displays an acquired skill display field 283. This acquired skill display field 283 is linked to an awakening skill that is an acquired skill acquired during the training main game and for which the evolution conditions are met. As described above, there are two awakening skills set as evolution-compatible skills. Therefore, a maximum of two skill display fields 283 are displayed in the first evolution skill selection dialog 282. The skill display field 283 lists the skill name and a description of the benefit brought about by activating the skill.

[0397] An evolved skill display field 284 is displayed below the acquired skill display field 283. The evolved skill display field 284 is linked to evolved skills that satisfy the evolution conditions, i.e., evolved skills that can be changed from acquired evolution-compatible skills. The evolved skill display field 284 lists the name of the evolved skill and a description of the effect brought about by activating the evolved skill.

[0398] The example shown in FIG. 31C shows a case where the evolution conditions are met for both of the two evolution skills linked to the "chasing" skill. Also, FIG. 31C shows a case where the evolution conditions are met for one evolution skill linked to the "monster" skill. The evolution skill display field 284 is associated with evolution skills that can evolve.

[0399] 31C, when the first evolution skill selection dialog 282 starts to be displayed, the evolution skill display field 284 is displayed in gray out, and the acquired skill display field 283 is displayed in highlighted form so that it stands out more than the evolution skill display field 284. At this time, the awakening skill associated with the acquired skill display field 283 is in a selected state. In other words, when the first evolution skill selection dialog 282 starts to be displayed, it has been selected that the awakening skill is not changed.

[0400] In this state, for example, assume that an operation input is made to the evolution skill display field 284 for "Chasing A" and the evolution skill display field 284 for "Monster A." In this case, as shown in FIG. 31D , the evolution skill display field 284 for which an operation input has been made is highlighted, and the acquired skill display field 283 and the evolution skill display field 284 for which an operation input has not been made are grayed out. In this state, it is selected to evolve each of the two awakening skills into an evolution skill.

[0401] FIG. 32A is a first diagram illustrating the second evolution skill selection dialog 285. FIG. 32B is a diagram illustrating the scenario skill dialog 287. FIG. 33 is a second diagram illustrating the second evolution skill selection dialog 285. As shown in FIGS. 31C and 31D, the first evolution skill selection dialog 282 is provided with a decision operation unit 282a. When the decision operation unit 282a is operated, the second evolution skill selection dialog 285 shown in FIG. 32A is displayed.

[0402] The second evolution skill selection dialog 285 displays an acquired skill display field 286. This acquired skill display field 286 is linked to a scenario skill that was acquired during the main training game and for which the evolution conditions are met. As described above, there are five scenario skills that are set as evolution-compatible skills. Therefore, the second evolution skill selection dialog 285 displays a maximum of five skill display fields 286. The acquired skill display field 286 lists the skill name and a description of the benefit brought about by activating the skill.

[0403] When an operational input is made in the acquired skill display field 286 in the second evolution skill selection dialog 285, a scenario skill dialog 287 shown in FIG. 32B is displayed. In the scenario skill dialog 287, the acquired skill display field 286 for which an operational input is made in the second evolution skill selection dialog 285 is displayed at the top. In addition, an evolution skill display field 288 is displayed below the acquired skill display field 286. In the evolution skill display field 288, an evolution skill corresponding to the skill for which an operational input is made and linked to the acquired skill display field 286 is displayed. In addition, the evolution skill display field 288 lists the skill name of the evolution skill and a description of the benefit brought about by activating the evolution skill.

[0404] When the scenario skill dialog 287 starts to be displayed, the evolution skill display field 288 is displayed in gray out, and the acquired skill display field 286 is highlighted so that it stands out more than the evolution skill display field 288. At this time, the scenario skill associated with the acquired skill display field 286 is in a selected state. In other words, when the second evolution skill selection dialog 285 starts to be displayed, it has been selected that the scenario skill will not be changed.

[0405] In this state, assume that an operational input is made to the evolution skill display field 288 of the scenario skill dialog 287. In this case, the evolution skill display field 288 to which the operational input is made is highlighted, and the acquired skill display field 286 is grayed out. In this state, the player has selected to evolve the scenario skill into an evolution skill. In this way, the player can select the scenario skill to evolve in the second evolution skill selection dialog 285. Then, the player can select whether or not to evolve the scenario skill into an evolution skill in the scenario skill dialog 287.

[0406] The scenario skill dialog 287 is provided with a return operation section 287a. When an operation input is made to the return operation section 287a, the scenario skill dialog 287 is closed and the second evolution skill selection dialog 285 is displayed. When it is selected to evolve a scenario skill into an evolution skill as described above, the second evolution skill selection dialog 285 is displayed as shown in FIG.

[0407] Specifically, when an evolution skill is selected, an evolution skill display field 288 is displayed in place of the acquired skill display field 286 in the second evolution skill selection dialog 285. At this time, the evolution skill display field 288 is displayed in a manner that makes it distinguishable from the acquired skill display field 286. One example of such a distinguishing display is to make the display color of the evolution skill display field 288 different from the display color of the acquired skill display field 286. Furthermore, for example, an effect may be superimposed on the evolution skill display field 288.

[0408] The second evolution skill selection dialog 285 is provided with a decision operation unit 285a and a return operation unit 285b. When an operation input is made to the return operation unit 285b, the first evolution skill selection dialog 282 is displayed. In this case, the player can select again whether or not to evolve the awakening skill. Furthermore, when an operation input is made to the decision operation unit 285a, the selected skill is confirmed as an acquired skill. Note that the player does not necessarily have to change the acquired evolution-compatible skill to an evolution skill. If the player does not want to change the evolution-compatible skill to an evolution skill, the player only needs to operate the decision operation unit 282a in the first evolution skill selection dialog 282 and only the decision operation unit 285a in the second evolution skill selection dialog 285.

[0409] Here, there are cases where none of the evolution conditions set for the awakening skills are met, but the scenario evolution conditions set for the scenario skills are met. In this case, the first evolution skill selection dialog 282 is not displayed, and the second evolution skill selection dialog 285 is displayed. Conversely, there are cases where the evolution conditions set for the awakening skills are met, but the scenario evolution conditions set for the scenario skills are not met. In this case, the first evolution skill selection dialog 282 is displayed, but the second evolution skill selection dialog 285 is not displayed.

[0410] As mentioned above, scenario skills include awakening skills that are set as evolution-compatible skills. In other words, a skill can evolve into both an awakening skill and a scenario skill. As mentioned above, for example, the skill "with all one's heart and soul" is set as an awakening skill for a character to be trained, and is also set as a scenario skill for a specific scenario.

[0411] Here, assume that both the evolution condition corresponding to the awakening skill and the scenario skill corresponding to the scenario skill are met. In this case, first, in the first evolution skill selection dialog 282, the player can evolve the skill "Wholeheartedness" into the evolution skill "Wholeheartedness A" or "Wholeheartedness B." At this time, if it is selected not to evolve the awakening skill in the first evolution skill selection dialog 282, "Wholeheartedness SP" becomes selectable in the second evolution skill selection dialog 285.

[0412] In contrast to this, let us assume that the second evolution skill selection dialog 285 is displayed with the evolution skill "Wholeheartedness A" selected in the first evolution skill selection dialog 282. In this case, the acquired skill display field 286 corresponding to the skill "Wholeheartedness" is grayed out in the second evolution skill selection dialog 285, and no operational input can be accepted. In this way, the player can select only one evolution skill for one evolution-compatible skill.

[0413] FIG. 34A is a first diagram illustrating an evolution effect image. FIG. 34B is a second diagram illustrating an evolution effect image. FIG. 34C is a third diagram illustrating an evolution effect image. Assume that with at least one evolution skill selected, the decision operation unit 285a of the second evolution skill selection dialog 285 is operated. In this case, an evolution effect is executed that suggests that the evolution-compatible skill will change into an evolution skill. In the evolution effect, an evolution effect image is displayed on the display 26.

[0414] Here, the evolution effect image includes a first image 290a, a second image 290b, and a third image 290c. In the evolution effect, first image 290a is displayed as shown in FIG. 34A. Here, first image 290a displays an image of the character to be trained shouting "Evolution." After first image 290a is displayed for a predetermined time, second image 290b is displayed next. Second image 290b is an image that graphically suggests that the skill "Hot Pursuit" will be changed to the skill "Hot Pursuit A," as shown in FIG. 34B. This second image 290b is provided for each evolution-compatible skill and evolution skill.

[0415] After the second image 290b is displayed for a predetermined time, the third image 290c is displayed. As shown in FIG. 34C, the third image 290c is a text image stating, "The skill 'Furious Pursuit' has evolved into the skill 'Furious Pursuit A'." In this manner, in this embodiment, the evolution effect image suggests the content of the changed skill.

[0416] Here, if one evolution skill is selected in the first evolution skill selection dialog 282 and the second evolution skill selection dialog 285, the evolution effect ends with the display of one evolution effect image. On the other hand, if multiple evolution skills are selected in the first evolution skill selection dialog 282 and the second evolution skill selection dialog 285, the display of the above evolution effect image is repeatedly executed the number of times equal to the number of selected evolution skills.

[0417] FIG. 35A is a fourth diagram illustrating an evolution effect image. FIG. 35B is a fifth diagram illustrating an evolution effect image. FIG. 35C is a sixth diagram illustrating an evolution effect image. When multiple evolution-compatible skills transform into evolution skills, evolution effect images are repeatedly displayed in the evolution effect. For example, when one awakening skill and one scenario skill transform into an evolution skill, the first evolution effect image is displayed, as shown in FIGS. 34A, 34B, and 34C, suggesting the evolution of the awakening skill. Then, as shown in FIGS. 35A, 35B, and 35C, the second evolution effect image is displayed, sequentially displaying a first image 290a, a second image 290b, and a third image 290c. This suggests the evolution of the scenario skill.

[0418] In this manner, in this embodiment, an evolution effect image suggesting a skill change is displayed. If there are multiple skills to be changed, images or text corresponding to the multiple skills are displayed consecutively in the evolution effect image. In this embodiment, a maximum of four evolution-compatible skills can be evolved into evolution skills in a single training game. If four evolution-compatible skills evolve into evolution skills, the above evolution effect image is displayed four times repeatedly. In this case, the evolution effect time may be longer than necessary. In this embodiment, if the number of skills or utilities to be changed is equal to or greater than a predetermined number, the display speed of the evolution effect image or text is faster than if the number of skills or utilities to be changed is less than the predetermined number.

[0419] For example, if there are less than three skills to evolve, the display speed of each evolution effect image is set to a first speed. In contrast, if there are three or more skills to evolve, the display speed of each evolution effect image is set to a second speed that is faster than the first speed. Note that, for example, if there are three or more skills to evolve, the display speed of the first and second evolution effect images may be set to the first speed, and the display speed of the third and subsequent evolution effect images may be set to the second speed. Alternatively, if there are three or more skills to evolve, the display speed of all evolution effect images may be set to the second speed.

[0420] The above-described evolution effect is merely an example, and the specific content of the evolution effect image is not particularly limited. Also, if there are multiple skills to be changed, images or text corresponding to the multiple skills may be displayed simultaneously in the evolution effect image.

[0421] FIG. 36A is a first diagram illustrating an evolution presentation image of a modified example. FIG. 36B is a second diagram illustrating an evolution presentation image of a modified example. FIG. 36C is a third diagram illustrating an evolution presentation image of a modified example. In the evolution presentation image of the modified example, as described above, a first image 290a is displayed as shown in FIG. 36A. Then, a second image 290b is displayed as shown in FIG. 36B. At this time, in the modified example, images corresponding to multiple evolution-compatible skills are displayed simultaneously.

[0422] Specifically, in the second image 290b, the screen is divided into two display areas. Each of the divided display areas displays an image corresponding to a different evolutionary skill. In the example shown in FIG. 36B, the upper display area suggests that the skill "Hot Pursuit" will change to the skill "Hot Pursuit A," and the lower display area suggests that the skill "Light Flash" will change to the skill "Light Flash SP."

[0423] In addition, in the third image 290c of the modified example, a message indicating which evolution-compatible skill will change into which evolution skill is displayed in a text image. At this time, in the third image 290c, messages corresponding to two evolution-compatible skills are simultaneously displayed in one text image.

[0424] The display pattern of the evolution effect image may vary depending on the number of skills to be changed. For example, if the number of skills to be changed is less than a predetermined number, the evolution effect image may be displayed as in the above embodiment, and if the number of skills to be changed is equal to or greater than a predetermined number, the evolution effect image may be displayed as in the above modified example. For example, the display content of the evolution effect image of the second image 290b, the third image 290c, etc. is determined based on the skill to be changed. In other words, if the skill to be changed is different, the display content of the evolution effect image will naturally be different.

[0425] Note that, here, the evolution effect is executed after the first evolution skill selection dialog 282 and the second evolution skill selection dialog 285 have finished displaying. However, when the decision operation unit 282a is operated in the first evolution skill selection dialog 282, an evolution effect suggesting evolution from an awakening skill to an evolution skill may be executed. Then, after the evolution effect has finished, the second evolution skill selection dialog 285 is displayed, and when the decision operation unit 285a is operated, an evolution effect suggesting evolution from a scenario skill to an evolution skill may be executed.

[0426] Also, for example, the form of evolution presentation suggesting evolution from an awakening skill to an evolution skill may be completely different from the form of evolution presentation suggesting evolution from a scenario skill to an evolution skill.

[0427] In a character development game, the parameters of the character being developed are important. According to this embodiment, the evolution effect allows the player to properly understand the acquisition or change of skills. In particular, even when multiple skills change, an image is displayed for each skill. This reduces the risk that the player will not be able to properly understand the acquired skills, which will reduce the player's interest in the game.

[0428] As described above, when the evolution effect image is displayed in the evolution effect, the training game ends. When the training game ends, the evaluation points of the trained character are calculated. Here, the evaluation points are calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating 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 for 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 competes in a race in a team competitive game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0429] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0430] Fig. 37A is a first diagram illustrating the training completion screen 330. Fig. 37B is a second diagram illustrating the training completion screen 330. Fig. 37C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in Fig. 37A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in Fig. 37B, the evaluation points are displayed.

[0431] 37C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.

[0432] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 330. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.

[0433] Furthermore, if one or more evolution skills have been acquired, the display of the evolution effect image is terminated and a training completion screen 330 is displayed. On the other hand, if no evolution-compatible skills that satisfy the evolution conditions have been acquired, operating the confirmation operation unit 280b of the termination confirmation dialog 280 shown in Fig. 31A causes the training completion screen 330 to be displayed without displaying the first evolution skill selection dialog 282, the second evolution skill selection dialog 285, and the evolution effect image.

[0434] Also, even if the first evolution skill selection dialog 282 or the second evolution skill selection dialog 285 is displayed, no evolution skills may be selected. In this case, when the decision operation unit 282a of the first evolution skill selection dialog 282 or the decision operation unit 285a of the second evolution skill selection dialog 285 is operated, the training completion screen 330 is displayed without displaying an evolution effect image. However, even in this case, the training completion screen 330 may be displayed after some effect image is displayed.

[0435] As described above, at the end of the training game, a training character is generated that is linked to the character to be trained, various parameters, and skills. The evolution effect image is then displayed from the start of the training game until the training character is generated. An operation to end the training game is also accepted, but the generation of the training character and the display of the evolution effect image are executed based on the input of the operation to end the training game.

[0436] The timing for displaying the evolution effect image may be, for example, after the end of the training game. For example, the training game has already ended when the training completion screen 330 is displayed. Therefore, the evolution effect image may be displayed after the training completion screen 330 is displayed. In this case, for example, the evolution-compatible skill before the change may be displayed once as an acquired skill on the training completion screen 330, and the display of the acquired skill may change after the evolution effect image is displayed.

[0437] Furthermore, the timing for changing the skill may be during the training main game. For example, the evolution-compatible skill may be changed into an evolved skill when an evolution condition is met. In this case, for example, the evolved skill may be activated during a race in the training main game.

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

[0439] (Functional configuration of player terminal 1) 38 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0440] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 38 are just examples, and the terminal-side game control program includes many other programs.

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

[0442] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.

[0443] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.

[0444] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0445] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.

[0446] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.

[0447] (Functional configuration of server 1000) 39 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0448] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 39 are just examples, and the server-side game control program includes many other programs.

[0449] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0450] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.

[0451] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.

[0452] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.

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

[0454] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.

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

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

[0457] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 40 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0458] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0459] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.

[0460] Furthermore, when the player performs a character strengthening operation to strengthen a character (character card) at the player terminal 1, the information setting processing section 700a performs a character strengthening process (P2).

[0461] FIG. 41 is a flowchart illustrating the character strengthening process in the player terminal 1. Here, the process related to the awakening level of the character strengthening process will be described, and the other processes will not be described. For example, when the strengthening screen selection operation unit 102b is operated, a selection screen for selecting the strengthening type is displayed. On this selection screen, the player can select either a character or a support card as the strengthening type. The operation of the player to select a character as the strengthening type on the selection screen is a character strengthening operation. Furthermore, as described above, the operation of the strengthening operation unit 163b on the character details screen 160 (see FIG. 6B) is also a character strengthening operation.

[0462] When a character strengthening operation is input, the information setting processing unit 700a extracts a possessed character (P2-1). Then, the information setting processing unit 700a executes a character strengthening screen display process (P2-2) that generates and displays a character strengthening screen 165 based on the extracted possessed character. Furthermore, in the character strengthening screen display process, a process of switching the display screen and a process of updating the selected character are performed based on the player's operation input. Here, when the awakening level strengthening button 169a is operated on the character strengthening screen 165, a confirmation screen is displayed.

[0463] When an awakening level strengthening operation for increasing the awakening level is input on the confirmation screen (YES in P2-3), the information setting processing unit 700a transmits update request information to the server 1000 (P2-4). Although a detailed description will be omitted, when the server 1000 receives the update request information, it checks whether the player possesses an item required to increase the awakening level. If the player possesses the required item, a process of consuming the item to update the awakening level is performed (S1). The server 1000 also causes the player terminal 1 to receive permission information.

[0464] When the player terminal 1 receives the permission information (YES in P2-5), the information setting processing unit 700a executes an awakening level enhancement effect suggesting an increase in the awakening level (P2-6). The information setting processing unit 700a also updates the information on the awakening skill based on the updated awakening level (P2-7). Here, release information indicating that the awakening skill has been released is stored. The information setting processing unit 700a also updates other information such as the awakening level and the number of items possessed (P2-8).

[0465] 40, when a training game start operation to start the training game is input in the player terminal 1, 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.

[0466] FIG. 42 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game executing unit 701a displays a scenario selection screen and provisionally registers a scenario based on the player's operation input. In addition, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers a training target character based on the player's operation input.

[0467] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0468] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0469] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.

[0470] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .

[0471] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0472] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.

[0473] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.

[0474] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.

[0475] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.

[0476] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, inherited character, and support card.

[0477] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a registers the provisionally registered scenario and the character to be trained. The training game executing unit 701a also registers the training character provisionally stored as an inherited character and the provisionally stored support card in the deck.

[0478] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the temporarily stored preset reservation selection information. This ends the preparation stage completion process and starts the training main game.

[0479] Note that, for example, whether or not a start condition for starting the training main game, such as whether duplicate support cards are organized in the deck or whether the number of rentals allowed has not been exceeded, may be determined in the player terminal 1. In this case, the decision operation may not be input until the start condition is met.

[0480] 43 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0481] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0482] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0483] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).

[0484] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0485] Furthermore, the training game executing unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and if the organization conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the training target character, inherited character, and support card, or if the organization conditions for using the representative character of another player are not met, the training game executing unit 1101a sets denial information (S6-14) and causes the player terminal 1 to receive it. If denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0486] Returning to FIG. 40, when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this training stage processing, 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 processing (S7) based on information received from the player terminal 1.

[0487] The following describes the training stage processing (P7) executed in the player terminal 1 and the training stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the appropriate reverse order.

[0488] 44 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.

[0489] 45 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0490] The training game executing unit 1101a also executes an event occurrence determination process (S10-4). Here, the training game executing unit 1101a determines which events, such as a scenario event, a dedicated event, or a first event, should occur in the current turn.

[0491] If the current turn is not a race-limited turn (NO in S10-5), the training game executing unit 1101a executes a placement character determination process (S10-6). Here, the training game executing unit 1101a determines by lottery whether or not to place specific characters such as support characters and story characters, and the training items to be placed, for each of them, based on the placement presence / absence table (FIG. 29). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the character with the determined training item and stores it.

[0492] Next, the training game execution unit 1101a executes friendship training setting processing (S10-7). Here, the "process for setting a friendship training possible state" described with reference to FIG. 28 is executed. That is, the training game execution unit 1101a extracts support characters placed in any of the training items. Then, it is determined whether each of the extracted support characters meets the setting conditions for a friendship training possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for a friendship training possible state. In addition, friendship training occurrence information is also linked to training items in which support characters that meet the setting conditions for a friendship training possible state are placed.

[0493] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-8). Here, the "process for determining an ability parameter increase value" described with reference to FIG. 28 is executed. That is, the training game executing unit 1101a selects one of the five training items as the processing target. The training game executing unit 1101a obtains the training level of the ability parameter to be processed and determines a fixed increase value.

[0494] The training game executing unit 1101a also acquires placement information of the placed characters and determines an additional value. The training game executing unit 1101a also determines whether other addition conditions are met, and determines the final increase value of the training item being processed based on the met addition conditions. The final increase value of the ability parameter is determined for each training item. Here, the training game executing unit 1101a also determines the basic points that the character to be trained will earn when training is successful for each training item.

[0495] Although detailed description is omitted, the ability parameter determination process determines the amount of stamina loss or recovery when each training item is performed. Also, the training game execution unit 1101a calculates the failure rate of training for each training item based on the stamina of the character to be trained.

[0496] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-9). Here, the "process for setting the occurrence possible state of a second event" described with reference to Fig. 28 is executed. That is, the training game executing unit 1101a determines by lottery whether or not to execute a support event that is preset on a support card linked to a training item.

[0497] Then, the training game executing unit 1101a stores the information determined in each of the above processes as game information received by the player terminal 1 (S10-10).

[0498] Returning to FIG. 44, after the turn start processing ends, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the skill information, such as skill acquisition information, is updated (S7-3). Here, the acquisition information is linked to the acquired skill. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the server 1000 causes the player terminal 1 to receive the updated skill information. Also, the server 1000 waits until it receives a selection command from the player terminal 1 (S7-4).

[0499] 46 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that the player can select based on the current number of turns.

[0500] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, training screen 220, etc. based on the received game information. Specifically, the training game executing unit 701a displays a placed character icon 228 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation units corresponding to the training items set to a friendship training occurrence possible state, and on the training operation unit 216 on the top screen 210.

[0501] Furthermore, when the skill operation unit 217 is operated (YES in P7-4), the training game executing unit 701a executes a skill screen display process (P10).

[0502] 47 is a flowchart illustrating the skill screen display process in the player terminal 1. The training game executing unit 701a acquires possessed skill information (P10-1), acquires hint information (P10-2), and acquires acquired skill information (P10-3). The training game executing unit 701a also acquires evolution conditions set for the evolution-compatible skills of the character to be trained (P10-4). The training game executing unit 701a also acquires evolution condition achievement information indicating whether the evolution conditions have been achieved (P10-5).

[0503] Based on the acquired information, the training game executing unit 701a generates various screens such as the skill screen 230, evolution skill confirmation screen 236, evolution condition confirmation screen 238, scenario skill list screen 240, and evolution condition confirmation screen 242 (P10-6). Then, the training game executing unit 701a displays the generated skill screen 230 (P10-7). Furthermore, when an operation to switch the screen is input (YES in P10-8), the training game executing unit 701a executes a screen switching process to switch the displayed screen (P10-9).

[0504] Furthermore, when a skill acquisition operation (tap on the decision operation unit 235a) to acquire one of the possessed skills is input (YES in P10-10), the training game execution unit 701a sends a skill acquisition command to the server 1000 (P10-11). After that, when skill information is received from the server 1000 (YES in P10-12), the training game execution unit 701a updates the skill-related information related to the skill (P10-13). Furthermore, when the return operation unit 235c is operated (YES in P10-14), the display of the skill screen 230 is terminated.

[0505] 46, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until a turn end operation is input (NO at P7-6). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215, outing operation unit 218, speed operation unit 221, stamina operation unit 222, power operation unit 223, guts operation unit 224, intelligence operation unit 225, an operation to decide the race event, etc.

[0506] When a turn end operation is input (YES in P7-6), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-7). After that, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-8).

[0507] Returning to FIG. 44, when a selection command is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a selection command receiving process (S20).

[0508] 48 is a flowchart illustrating the selection command reception process in the server 1000. When a selection command indicating an operation input from the outing operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs outing execution process (S20-2). Here, an outing event that increases the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.

[0509] When a selection command indicating an operation input of the rest operation unit 215 is received (YES in S20-3), the training game executing unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.

[0510] When a selection command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a race simulation is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained, the development of the race, etc., and the determined reward is granted to the player.

[0511] When a selection command indicating execution of any training is received (YES in S20-8), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a pre-calculated failure rate. Then, the training game executing unit 1101a updates various parameters based on the determination result of S20-9 (S20-10).

[0512] Here, the ability parameters and the like are updated as determined in S10-8 at the start of training. The bond parameter value of the placed character is also updated. The training game execution unit 1101a then sets result information including the results of the above-mentioned outing execution process, rest execution process, race execution process, reward granting process, and success determination process, as well as various updated information, and causes the player terminal 1 to receive the result information (S20-11).

[0513] Furthermore, when all turns have ended in the server 1000 (YES in S20-12), the training game executing unit 1101a causes the player terminal 1 to receive all turn end information indicating that all turns have ended (S20-13).

[0514] Returning to FIG. 46, when the player terminal 1 receives the result information from the server 1000 (YES in P7-8), the training game executing unit 701a executes a result information receiving process (P20).

[0515] 49 is a flowchart illustrating the result information reception process in the player terminal 1. The training game execution unit 701a determines an execution pattern for the effect based on the received result information (P20-1). Then, the training game execution unit 701a executes an effect using the execution pattern determined in P20-1 (P20-2). Here, if the training for which a friendship training occurrence possible state is set is successful, an effect exclusive to friendship training is executed.

[0516] Specifically, at P20-1, the training game execution unit 701a identifies a character that is linked to the successful training item and to which friendship training occurrence possibility information is linked. Then, the training game execution unit 701a determines an execution pattern for a friendship training-specific effect that corresponds to the identified character and the executed training item. In the friendship training-specific effect determined at this time, the character that is linked to the friendship training occurrence possibility information is displayed.

[0517] Furthermore, if a second event occurs (YES in P20-3), the training game executing unit 701a executes a presentation for the occurring event (P20-4). Furthermore, the training game executing unit 701a updates the parameters stored in the player terminal 1 based on the received result information, similar to the server 1000 (P20-5). Note that here, the evolution condition achievement information is updated based on the received result information. For example, if going out is set as the first evolution condition and the going out is actually performed, the achievement information is linked to this first condition. Furthermore, for example, if winning a predetermined race is set as the second evolution condition and the predetermined race is actually won, the achievement information is linked to the second condition.

[0518] Then, when all effects to be executed in the current turn are completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-6). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed in the same manner as above.

[0519] Returning to FIG. 40, when the above-described training stage process (S7) is completed in the server 1000, the player terminal 1 receives all turn end information from the server 1000. Upon receiving the all turn end information, the training game executing unit 701a executes training game pre-end process (P8).

[0520] FIG. 50 is a flowchart illustrating the pre-termination processing of the training game in the player terminal 1. When all-turn end information is received, the training game execution unit 701a displays the termination confirmation dialog 280 (P8-1). When the confirmation operation unit 280b of the termination confirmation dialog 280 is operated (YES in P8-2), the training game execution unit 701a extracts evolution-compatible skills from the acquired skills (P8-3). Note that here, it is sufficient to extract skill IDs linked to awakening skills with awakening levels of "3" or "5" and skill IDs linked to scenario skills, and the specific processing method is not particularly limited.

[0521] The training game execution unit 701a also acquires evolution condition achievement information (P8-4). If there is an evolution-compatible skill that satisfies the evolution condition (YES in P8-5), the training game execution unit 701a extracts evolvable skills (P8-6). Here, the evolvable skills are extracted based on data provided for each scenario, which includes information indicating the evolution skills.

[0522] For example, the evolution condition achievement information may be managed by the server 1000. In this case, when the confirmation operation unit 280b of the termination confirmation dialog 280 is operated, predetermined information is transmitted to the server 1000. Upon receiving the predetermined information, the server 1000 extracts an evolution-compatible skill based on the evolution condition achievement information, and the player terminal 1 receives information indicating the extracted evolution-compatible skill. Therefore, in this case, the processing of P8-3 is executed by the server 1000.

[0523] Then, the training game executing unit 701a displays the suggestion image 281 shown in FIG. 31B, and then displays the first evolution skill selection dialog 282 or the second evolution skill selection dialog 285 based on the extracted evolution-compatible skills (P8-7). Specifically, if the evolvable skills include an awakening skill but not a scenario skill, only the first evolution skill selection dialog 282 can be displayed. Also, if the evolvable skills include a scenario skill but not an awakening skill, only the second evolution skill selection dialog 285 can be displayed. Furthermore, if the evolvable skills include an awakening skill and a scenario skill, both the first evolution skill selection dialog 282 and the second evolution skill selection dialog 285 can be displayed. In this case, first, the first evolution skill selection dialog 282 is displayed, and then the second evolution skill selection dialog 285 is displayed.

[0524] When a display switching operation to switch images is input in the first evolution skill selection dialog 282 or the second evolution skill selection dialog 285 (YES in P8-8), the training game executing unit 701a updates the display and stores the selected skills (P8-9). Also, when a confirmation operation is input to the decision operation unit 285a of the second evolution skill selection dialog 285, or to the decision operation unit 282a of the first evolution skill selection dialog 282 when the second evolution skill selection dialog 285 is not displayed (YES in P8-10), the training game executing unit 701a determines whether the selected skills include one or more evolution skills (P8-11).

[0525] If an evolution skill is included (YES in P8-11), the training game execution unit 701a determines the evolution effect image, i.e., the content and display pattern of the evolution effect image, for each evolution skill based on the selected evolution skill and the evolution corresponding skill before evolution (P8-12).The training game execution unit 701a also determines the display speed of the evolution effect image based on the number of evolution skills (P8-13).

[0526] The training game executing unit 701a executes an evolution effect image display process to display the evolution effect image determined in P8-12 (P8-14). The training game executing unit 701a then sequentially displays the evolution effect images until all evolution effect images have been displayed (NO in P8-15). When all evolution effect images have been displayed (YES in P8-15), the training game executing unit 701a transmits end information indicating the end of the training game (P8-16). Note that this end information includes information indicating the skill selected by the player. When training result information is received from the server 1000 (YES in P8-17), the training game executing unit 701a displays the training completion screen 330 (P8-18).

[0527] Returning to FIG. 40, when the end information is received, the training game end processing unit 1102a executes the training game end processing (S8).

[0528] 51 is a flowchart illustrating the training game ending process in the server 1000. The training game ending processing unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).

[0529] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are awarded not to the training character but to the character that is the basis for the training character.

[0530] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.

[0531] The training game end processing unit 1102a also determines a nickname (S8-6), where the conditions achieved in the training main game are confirmed and the nickname that the training character will acquire is determined.

[0532] Furthermore, if evolution to an evolved skill is selected, the training game termination processing unit 1102a updates the evolved skill of the character to be trained to the evolved skill based on the received termination information and stores it (S8-7).

[0533] The training game end processing unit 1102a also determines the reward to be given to the player (S8-8). The training game end processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player and stores it in the game information storage unit 1151 (S8-9). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-10).

[0534] Returning to FIG. 40, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination processing (P9). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 330 (see FIGS. 37A, 37B, and 37C) on the display 26 based on the training result information.

[0535] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0536] While 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 conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0537] According to the above embodiment, a scenario skill that can evolve into an evolution skill is provided for each scenario. This clarifies the different characteristics of each scenario, broadens the range of scenarios that a player can choose from, and increases the player's motivation to play.

[0538] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Furthermore, the content of the skills in the above embodiment, that is, the utility set for the skills, can be designed as appropriate.

[0539] Furthermore, in the above embodiment, an evolution-compatible skill for which an evolution condition is met can be changed to another skill. However, the utility set for an evolution-compatible skill for which an evolution condition is met may be changeable. For example, suppose that skill A has a basic utility of recovering 100 stamina when activated during a race. Furthermore, suppose that skill A has an evolution utility of recovering 150 stamina.

[0540] If the evolution condition for skill A is not met, the basic utility is linked to the character to be trained. On the other hand, if the evolution condition for skill A is met, the player can select either the basic utility or the evolved utility. If the evolved utility is selected, the name of the skill may or may not change. In this case, the type of skill does not change, but the utility of the skill does change.

[0541] In the above embodiment, an awakening skill is provided as an evolution skill in addition to the scenario skill. However, the awakening skill is not essential.

[0542] In the above embodiment, the player can select whether or not to evolve a scenario skill for which a scenario evolution condition is met. However, a scenario skill for which a scenario evolution condition is met may be forcibly evolved into an evolved skill.

[0543] In the above embodiment, it is also possible not to evolve a scenario skill for which a scenario evolution condition is met. However, it may also be possible to make it so that a scenario skill for which a scenario evolution condition is met must be evolved into one of the evolution skills.

[0544] Furthermore, in the above embodiment, evolution effects are executed, but evolution effects are not essential.

[0545] That is, 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 perform the following processes.

[0546] (Processing performed by a computer) A process (P6-1 in the embodiment as an example) that allows the player to select one of multiple scenarios in which one or more skills that can be acquired by the character to be trained during the training game and that are linked to a specified utility are set as specific skills (scenario skills in the embodiment as an example). A process of progressing the training game based on a scenario selected by the player (P7, S7 in the embodiment as an example). During the training game, acquisition information is linked to a skill for which a preset acquisition condition has been met (S7-3, as an example in this embodiment). Scenario-specific conditions that can be met by playing a training game for a scenario in which a specific skill is set are set for each specific skill set in that scenario, and when the scenario-specific conditions set for at least the specific skill to which the acquisition information is linked are met, a process is performed that enables a first change that changes the specific skill or the utility brought about by the specific skill (P8 is an example in the embodiment).

[0547] The information processing program may also cause the computer to further perform the following processes.

[0548] Before the start of the training game, a process (P6-2 is an example in the embodiment) allows the player to select a character to be set as the character to be trained from among multiple characters to which one or more skills are linked as unique skills (in the embodiment, an example is awakening skills). A process of setting the character selected by the player as a character to be developed (P6-2 in the embodiment as an example). Change conditions that can be achieved during the training game are set for each unique skill, and when the change conditions (evolution conditions, in the embodiment, are taken as an example) set for the unique skill linked to the acquisition information are achieved, a process (P8, in the embodiment, is taken as an example) enables a second change that changes the unique skill or the utility brought about by the unique skill.

[0549] Note that some of the functions of the training game described in the above embodiment may not be provided. Also, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and, for example, all of the programs for executing the above game may be stored in the player terminal 1.

[0550] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0551] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process for allowing a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with predetermined utilities are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill for which a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is defined for each specific skill set in the scenario, and when the scenario-specific condition defined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; An information processing program that causes a computer to carry out the above.

2. Before the start of the training game, a process is performed in which a player can select a character to be set as the character to be trained from among a plurality of characters to which one or more of the skills are linked as unique skills; A process of setting the character selected by the player as the character to be developed; A change condition that can be realized during the training game is determined for each of the inherent skills, and when the change condition determined for the inherent skill linked to the acquisition information is realized, a process that enables a second change that changes the inherent skill or the utility brought about by the inherent skill; Then, the computer executes the above. The specific skills include the inherent skills, When the specific skill linked with the acquisition information is the inherent skill, and both the scenario-specific condition and the change condition defined for the specific skill linked with the acquisition information are satisfied, at least one of the first change and the second change can be selected. The information processing program according to claim 1 .

3. When the specific skill linked with the acquisition information is the inherent skill, and both the scenario-specific condition and the change condition defined for the specific skill linked with the acquisition information are satisfied, in addition to the first change and the second change, it is possible to select not to execute either the first change or the second change. The information processing program according to claim 2 .

4. a plurality of skills are provided that can be changed when either one or both of the scenario-specific condition and the change condition are satisfied; A process of displaying a performance image suggesting a change in the skill or the utility, and if there are multiple skills or utilities to be changed, simultaneously displaying images or text corresponding to multiple skills in the performance image; 4. The information processing program according to claim 2, further causing a computer to execute the above.

5. a plurality of skills are provided that can be changed when either one or both of the scenario-specific condition and the change condition are satisfied; A process of displaying a performance image suggesting a change in the skill or the utility, and if there are multiple skills or utilities to be changed, displaying images or text corresponding to multiple skills in succession in the performance image; 4. The information processing program according to claim 2, further causing a computer to execute the above.

6. The process of successively displaying images or text corresponding to a plurality of skills includes: When the skill or utility to be changed is equal to or greater than a predetermined number, the display speed of the image or the text is made faster than when the skill or utility to be changed is less than a predetermined number. The information processing program according to claim 5 .

7. 1. An information processing method performed by one or more computers, comprising: A process for allowing a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with predetermined utilities are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill for which a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is defined for each specific skill set in the scenario, and when the scenario-specific condition defined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; An information processing method including:

8. one or more computers; The computer A process for allowing a player to select one of a plurality of scenarios in which a character to be trained can be acquired during a training game, and one or more skills associated with predetermined utilities are set as specific skills; A process of progressing the development game based on the scenario selected by a player; A process of linking acquisition information to the skill when a preset acquisition condition is met during the training game; a scenario-specific condition that can be fulfilled by playing the training game for the scenario in which the specific skill is set is defined for each specific skill set in the scenario, and when the scenario-specific condition defined for the specific skill linked to the acquisition information is fulfilled, a process that enables a first change that changes the specific skill or the utility brought about by the specific skill; A game device that performs the above.

Citation Information

Patent Citations

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

    JP7198902B1