Information processing program, information processing method, game device, and information processing system
The system addresses the challenge of team character organization in training games by allowing players to select, set parameters, and rank characters, resulting in improved team performance and player convenience.
Patent Information
- Application Number
- JP2025135330
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-15
- Publication Date
- 2025-10-22
- Estimated Expiration
- 2041-12-28
AI Technical Summary
In training games, players face difficulty in effectively organizing a team of training characters for team competitions, leading to challenges in grasping how to optimize team performance.
A system that allows players to select characters for various types of games, sets character parameters, derives individual game results, determines parameters associated with each character, ranks characters based on these parameters, and calculates an overall game result to improve team organization and performance.
Enhances player convenience by providing a structured approach to character selection and team management, improving team performance in competitive games.
Smart Images

Figure 2025160520000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]
[0002] Conventionally, a genre of games called a "training game" has been known, as shown in Patent Document 1, for example. In the training game, a plurality of types of training events are provided, and a player can select one of the training events to train a character to be trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6563579 Summary of the Invention [Problem to be solved by the invention]
[0004] Generally, in a training game, a player can use a training character that the player has trained to compete against other players or a computer. Also, a player may play a predetermined game using the training character that the player has trained, and compete with other players for the highest score. For example, when a large number of training characters are organized into a team and a predetermined game is played as a team, there is a problem that it is difficult for the player to grasp how to organize the team effectively.
[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can improve convenience for players. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; The computer performs the following.
[0007] The process of deriving the overall game result includes: a process of calculating a total point in one specific game based on the predetermined parameters and deriving the total point as the overall game result; The computer may further perform a process of ranking a plurality of players according to the total points of the specific game.
[0008] The process of deriving the individual game results for each type of game includes: The individual game results may be derived for the plurality of types of games in a predetermined order.
[0009] In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; Carry out the following.
[0010] In order to solve the above problem, the game device one or more computers; The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; Carry out the following.
[0011] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; Carry out the following. [Effects of the Invention]
[0012] According to the present invention, convenience for players can be improved. [Brief explanation of the drawings]
[0013] [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. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5]Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an ability parameter (initial value) table. Fig. 6B is a diagram illustrating an aptitude parameter (initial value) table. Fig. 6C is a diagram illustrating a skill table. Fig. 6D is a diagram illustrating a dedicated event table. [Figure 7] FIG. 7 is a first diagram illustrating an example of the development information display screen. [Figure 8] Fig. 8A is a diagram illustrating an example of a special goal to be cleared, and Fig. 8B is a diagram illustrating an example of a goal to be cleared that is set for a character. [Figure 9] FIG. 9 is a second diagram illustrating an example of the development information display screen. [Figure 10] Fig. 10A is a first diagram illustrating an inheritance character selection screen. Fig. 10B is a first diagram illustrating a training character list screen. Fig. 10C is a second diagram illustrating an inheritance character selection screen. Fig. 10D is a third diagram illustrating an inheritance character selection screen. [Figure 11] FIG. 11 is a diagram illustrating the inheritance system. [Figure 12] FIG. 12 is a diagram illustrating the factor information. [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 diagram illustrating sorting conditions, and Fig. 14B is a diagram illustrating narrowing down conditions. [Figure 15] FIG. 15 is a first diagram illustrating the character details dialog. [Figure 16] FIG. 16 is a second diagram illustrating the character details dialog. [Figure 17] FIG. 17 is a third diagram illustrating the character details dialog. [Figure 18]FIG. 18 is a diagram illustrating the skill display dialog. [Figure 19] Fig. 19A is a first diagram illustrating a support card organization screen, Fig. 19B is a diagram illustrating a support card selection screen, and Fig. 19C is a second diagram illustrating a support card organization screen. [Figure 20] Fig. 20A is a diagram illustrating a support card table, Fig. 20B is a diagram illustrating a support effect table, Fig. 20C is a diagram illustrating a possessed skill table, and Fig. 20D is a diagram illustrating a support event table. [Figure 21] Fig. 21A is a diagram illustrating a final confirmation screen, and Fig. 21B is a diagram illustrating a preset selection screen. [Figure 22] FIG. 22 is a first diagram illustrating a character identification information table. [Figure 23] FIG. 23 is a second diagram illustrating the character identification information table. [Figure 24] FIG. 24 is a diagram illustrating the selection item table. [Figure 25] Figure 25A is a first diagram illustrating a game screen, and Figure 25B is a second diagram illustrating a game screen. [Figure 26] Fig. 26A is a first diagram illustrating a training screen. Fig. 26B is a second diagram illustrating a training screen. Fig. 26C is a diagram illustrating a training result notification screen. Fig. 26D is a diagram illustrating an event screen. [Figure 27] Fig. 27A is a first diagram explaining an inherited event. Fig. 27B is a second diagram explaining an inherited event. Fig. 27C is a third diagram explaining an inherited event. Fig. 27D is a fourth diagram explaining an inherited event. [Figure 28] Fig. 28A is a first diagram illustrating the skill screen, and Fig. 28B is a second diagram illustrating the skill screen. [Figure 29]Fig. 29A is a first diagram illustrating an individual race selection screen. Fig. 29B is a diagram illustrating an individual race start screen. Fig. 29C is a first diagram illustrating an individual race result screen. Fig. 29D is a second diagram illustrating an individual race result screen. [Figure 30] Fig. 30A is a diagram illustrating a team race selection screen. Fig. 30B is a diagram illustrating a team race organization screen. Fig. 30C is a diagram illustrating a team race start screen. Fig. 30D is a diagram illustrating a team race interim result screen. [Figure 31] Fig. 31A is a first diagram illustrating a team race detailed results screen. Fig. 31B is a first diagram illustrating a team race overall results screen. Fig. 31C is a second diagram illustrating a team race detailed results screen. Fig. 31D is a second diagram illustrating a team race overall results screen. [Figure 32] FIG. 32 is a diagram illustrating the general flow of the turn start processing. [Figure 33] FIG. 33 is a diagram for explaining the arrangement presence / absence table. [Figure 34] Fig. 34A is a diagram illustrating a training level table. Fig. 34B is a diagram illustrating a fixed increase value (speed) table. Fig. 34C is a diagram illustrating a fixed increase value table (power). Fig. 34D is a diagram illustrating a bonus addition rate table. [Figure 35] FIG. 35 is a diagram illustrating event types and event classifications. [Figure 36] FIG. 36 is a diagram illustrating the relationship between the event type and the number of turns. [Figure 37] Fig. 37A is a third diagram illustrating a game screen, and Fig. 37B is a third diagram illustrating a training screen. [Figure 38] Fig. 38A is a diagram illustrating a training event execution determination table, Fig. 38B is a diagram illustrating a special icon determination table, and Fig. 38C is a diagram illustrating a bonus icon determination table. [Figure 39]Figure 39A is a diagram illustrating a fixed bonus value (main character) table, and Figure 39B is a diagram illustrating an additional bonus value (main character) table. [Figure 40] Fig. 40A is a diagram illustrating a fixed increase value (special training target) table, and Fig. 40B is a diagram illustrating a bonus increase value (special training target) table. [Figure 41] Fig. 41A is a diagram illustrating the breeding completion screen, Fig. 41B is a second diagram illustrating the breeding completion screen, and Fig. 41C is a third diagram illustrating the breeding completion screen. [Figure 42] Fig. 42A is a diagram illustrating a racing game selection screen. Fig. 42B is a diagram illustrating a team competition game screen. Fig. 42C is a diagram illustrating a team organization screen. Fig. 42D is a diagram illustrating a character to be trained list screen. [Figure 43] Fig. 43A is a diagram illustrating a competing team selection screen. Fig. 43B is a diagram illustrating a start confirmation screen. Fig. 43C is a first diagram illustrating a result list screen. Fig. 43D is a second diagram illustrating the result list screen. [Figure 44] FIG. 44 is a diagram illustrating the overall race results screen. [Figure 45] FIG. 45 is a diagram illustrating the score list screen. [Figure 46] Fig. 46A is a diagram illustrating a practice match top screen. Fig. 46B is a diagram illustrating a race character setting screen. Fig. 46C is a first diagram illustrating a race character selection screen. Fig. 46D is a second diagram illustrating a race character selection screen. [Figure 47] FIG. 47 is a diagram for explaining the race conditions. [Figure 48] FIG. 48 is a diagram illustrating the practice member selection screen. [Figure 49] Fig. 49A is a first diagram illustrating a practice partner screen, Fig. 49B is a second diagram illustrating a practice partner screen, and Fig. 49C is a fourth diagram illustrating a character details dialog. [Figure 50]Fig. 50A is a diagram illustrating a practice match result screen, Fig. 50B is a diagram illustrating a practice member registration screen, and Fig. 50C is a diagram illustrating a race result save dialog. [Figure 51] Fig. 51A is a diagram illustrating a room match top screen, Fig. 51B is a diagram illustrating an open race selection screen, and Fig. 51C is a diagram illustrating a mode selection screen. [Figure 52] FIG. 52 is a diagram illustrating the simple mode. [Figure 53] FIG. 53 is a diagram for explaining the detailed mode. [Figure 54] Fig. 54A is a diagram illustrating a room match character selection screen. Fig. 54B is a diagram illustrating a strategy selection tab. Fig. 54C is a diagram illustrating an entry information screen. Fig. 54D is a diagram illustrating a waiting room screen for the host player. [Figure 55] FIG. 55 is a diagram illustrating the race details screen. [Figure 56] Fig. 56A is a diagram illustrating a room search screen, and Fig. 56B is a diagram illustrating a waiting room screen for guest players. [Figure 57] Fig. 57A is a diagram illustrating a daily race screen. Fig. 57B is a diagram illustrating a difficulty level selection screen. Fig. 57C is a diagram illustrating a play mode selection screen. Fig. 57D is a diagram illustrating a daily race character selection screen. [Figure 58] Fig. 58A is a diagram illustrating a skip setting screen. Fig. 58B is a first diagram illustrating a skip result display screen. Fig. 58C is a second diagram illustrating a skip result display screen. Fig. 58D is a third diagram illustrating a skip result display screen. [Figure 59] FIG. 59 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 60] FIG. 60 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 61]FIG. 61 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 62] FIG. 62 is a first flowchart illustrating the preparation stage processing in the player terminal. [Figure 63] FIG. 63 is a second flowchart illustrating the preparation stage processing in the player terminal. [Figure 64] FIG. 64 is a second flowchart illustrating the preparation stage processing in the player terminal. [Figure 65] FIG. 65 is a flowchart illustrating the preparation stage processing in the server. [Figure 66] FIG. 66 is a flowchart illustrating the development stage processing in the player terminal. [Figure 67] FIG. 67 is a flowchart illustrating the turn start processing at the player terminal. [Figure 68] FIG. 68 is a flowchart illustrating the placement process in the player terminal. [Figure 69] FIG. 69 is a flowchart illustrating the numerical value determination process at the player terminal. [Figure 70] FIG. 70 is a flowchart illustrating the event determination process in the player terminal. [Figure 71] FIG. 71 is a flowchart illustrating the process during a turn at the player terminal. [Figure 72] FIG. 72 is a flowchart illustrating the training execution process in the player terminal. [Figure 73] FIG. 73 is a flowchart illustrating the inherited event execution process in the player terminal. [Figure 74] FIG. 74 is a flowchart illustrating the training game ending process in the server. [Figure 75] FIG. 75 is a first sequence diagram illustrating the processing of the player terminals and the server involved in the team competitive game. [Figure 76]FIG. 76 is a second sequence diagram illustrating the processing of the player terminals and the server involved in the team competitive game. [Figure 77] FIG. 77 is a flowchart illustrating the race result derivation process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0014] 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.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system 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.
[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are 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.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.
[0018] 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.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0020] (Hardware Configuration of 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.
[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0023] 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.
[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0025] The storage unit 18 is 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.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, 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.
[0028] 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.
[0029] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess characters acquired by lottery, known as gacha, or characters distributed by the operator. In addition, a player can possess support cards acquired by lottery or distributed by the operator.
[0030] As will be described in detail later, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has gameplay in which the character is trained by competing in races that mimic horse racing.
[0031] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched 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.
[0032] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided 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.
[0033] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0034] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player owns. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0035] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.
[0036] When the racing game selection operation unit 102d is tapped, a racing game selection screen, which will be described later, is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game, which will be described later, can race. On the racing game selection screen, the player can select a racing game in which the training character will race. 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.
[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.
[0038] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the main character, the character to be trained.
[0039] In addition, in the preparation stage, the player sets a deck to be used when training the main character. The deck is made up 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.
[0040] Once the main character and deck (successor characters and support cards) are set up, the game transitions from the preparation stage to the training stage, and a game for training the main character begins. The player can possess the characters trained in the training game as training characters. As described above, the player can organize the training characters they possess into a team and use them in team competitive games, etc.
[0041] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0042] 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.
[0043] 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 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0044] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0045] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can 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.
[0046] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0051] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.
[0052] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set the home screen setting characters 132 to be displayed on the home screen 100. The player can set up to four home screen setting characters 132 to be displayed on the home screen 100.
[0053] Although not shown in the drawings, when a left-right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. Four home screen setting characters 132 that are currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation units displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.
[0054] The home setting screen 130 displays a character image corresponding to each of the four currently set home screen setting characters 132 and the corresponding operation unit in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. The player can also set an outfit for the home screen setting character 132 on the home setting screen 130.
[0055] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, a player can exchange information with other players who belong to the same circle.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] (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 trains one main character selected from the characters they own as a character to be trained.
[0060] The setting game, in which the player registers the main character and deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed 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.
[0061] <Preparatory processing> The preparation stage processing mainly involves registering the main character, registering the deck (inherited characters and support cards), registering specific characters, and setting initial character identification information. Note that support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character associated with the support card will be referred to as the support character.
[0062] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals during the game set, and the player must clear the set goals sequentially. Each scenario has different goals and the time required to achieve the goals. The player can select one of the multiple scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.
[0063] 5A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. An ability parameter display section 152a and an aptitude parameter display section 152b are displayed in the upper part of the main character selection screen 150. A return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.
[0064] In this embodiment, an initial value of an ability parameter is set for each character, and 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, a larger numerical value of the ability parameter indicates higher ability.
[0065] 6A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 6A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0066] 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.
[0067] The initial value of each character's ability parameter may be increased by a player's operation, etc. For example, five levels may be set for characters, and the player may increase the character's level by consuming in-game currency or predetermined items. In this case, the initial value of the ability parameter may increase as the character's level increases. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value for the ability parameter.
[0068] In addition, in this embodiment, aptitude parameters (initial values) are set for each character, and as shown in Figure 5A, 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.
[0069] FIG. 6B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 6B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. Note that the initial values of aptitude parameters indicate that A is the most aptitude and G is the least 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.
[0070] 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.
[0071] In a training game, a player can have a main character compete in various races. In this case, the more suitable the main character is for the race, the more advantageous the race will be.
[0072] 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.
[0073] Fig. 5B is a first diagram illustrating the character details screen 160. Fig. 5C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. 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 main character selection screen 150.
[0074] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the individual races and team races described below. The activation of skills gives each character an advantage in the race.
[0075] FIG. 6C is a diagram illustrating a skill table. As shown in FIG. 6C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, skills are displayed on the character detail screen 160 as shown in FIG. 5B. Note that skills cannot be activated simply by possessing them, and can only be activated by acquiring them. Hereinafter, skills that a character can activate are referred to as acquired skills.
[0076] 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 are skills that 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.
[0077] In this embodiment, skills corresponding to "◎" in the skill table shown in Fig. 6C are displayed as acquired skills on the character detail screen 160 of Fig. 5B. Skills corresponding to "◯" in the skill table shown in Fig. 6C are displayed as possessed skills on the character detail screen 160 of Fig. 5B. In this embodiment, as shown on the character detail screen 160 of Fig. 5B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0078] 5B shows a case in which one acquired skill is displayed in the acquired skill display field 161a and seven possessed skills are displayed in the possessed skill display field 161b as skills provided for each character, but this is not limited to this. For example, the number of acquired skills and possessed skills may differ for each character. Furthermore, for example, the number of acquired skills or possessed skills for each character may increase as the character's level increases, in-game currency or items are consumed, etc.
[0079] 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, and a dedicated event display section 162a showing dedicated events provided for each character is displayed, as shown in Fig. 5C. In this case, the event operation section 162 is highlighted, as shown in Fig. 5C. A dedicated event occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.
[0080] 6D is a diagram illustrating a dedicated event table. As shown in FIG. 6D, the dedicated event table stores dedicated events for each character owned by the player. Based on the dedicated events stored in the dedicated event table, the dedicated events are displayed on the character detail screen 160, as shown in FIG. 5C. The dedicated events may include hint events that 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.
[0081] 5C may be executed in its entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. 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 not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0082] 5B and 5C, a close operation section 163 marked "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the main character selection screen 150 is displayed on the display 26.
[0083] Furthermore, when the return operation unit 153 is tapped on the main character selection screen 150 shown in FIG. 5A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the main character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen 165 shown in FIG. 7 is displayed. The player can check information about the character selected on the main character selection screen 150 on the training information display screen 165.
[0084] FIG. 7 is a first diagram illustrating an example of the training information display screen 165. The training information display screen 165 is provided with a clear goal tab 165a, a historical evaluation points tab 165b, a scenario evaluation points tab 165c, and a close operation section 165d. The objective of the training game is to generate a stronger training character by training a character selected as a main character to be trained from among the characters owned by the player. As will be described in detail later, the training main game is made up of multiple turns, and the player is required to train the main character and enter the main character in races for each turn.
[0085] A plurality of goals are set for each character. When the goal tab 165a is tapped, a list of goals set for the selected character is displayed on the training information display screen 165. A race in which the main character can compete is determined in advance for each turn. The goals include having the main character compete in a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0086] Furthermore, when the main character being trained enters a race, the main character 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 main character will acquire. In addition, each race has a set difficulty level, and the more difficult the race, the more fans can be acquired.
[0087] 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 bonuses acquired and the base number acquired is the number of fans acquired by the main character. For example, if the race result is first place, the greater the difference between the main character and the second-place character, the greater the correction value. Also, if the race result is between second and fifth place, the smaller the difference between the main character and the first-place character, the greater the correction value.
[0088] Furthermore, the main character will activate a skill with a certain probability during the race. The more skills activated, the greater the correction value. In this way, conditions for adding fans are set for each race, and the number of fans gained increases depending on various race results and progress in the race other than the finishing position. However, the number of fans gained by the main character will be at least equal to or greater than the base number corresponding to the finishing position.
[0089] Some races require a certain number of fans as a condition for entry. If the number of fans acquired by the main character is less than the required number of fans, the player cannot enter the main character in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that requires a certain 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 main character must have acquired the required number of fans for the target race by the turn in which the target race is held.
[0090] 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.
[0091] Therefore, if the main character has not acquired the required number of fans for the target race by the turn in which the target race is held, the main character will not be able to participate in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0092] In the training main game, various parameters of the main character increase with each turn, so the more turns you play, the stronger the training character you can create. Therefore, when playing the training main game, you need to increase the parameters of the main character so that you can clear all of the clear goals.
[0093] Here, the completion goal set for each character is basically fixed, and the same completion goal is set as a task each time the training game is played. On the other hand, some characters have completion goals set that change depending on the progress of the training main game, and some characters allow the player to select their completion goal.
[0094] 8A is a diagram illustrating an example of a special goal. For example, for a character of character type "E," the goal for the 34th turn is set to achieve a predetermined ranking in either Race A or Race B, whichever is selected by the player.
[0095] Additionally, for characters with a character type of "G," the default goal is set to achieve a predetermined ranking in Race C on Turn 33. However, if a predetermined parameter of the main character falls below or exceeds a threshold on a predetermined turn before Turn 33, the race that is the target for the goal to be achieved will change to Race D on Turn 34.
[0096] Furthermore, for characters with a character type of "H," an event occurs on a predetermined turn before the 29th turn. In this event, the race to be cleared is determined randomly by lottery from among Race E and Race F on the 29th turn, and Race G on the 30th turn. Furthermore, for characters with a character type of "H," an event occurs on a predetermined turn before the 62nd turn. In this event, the race to be cleared is determined randomly by lottery from among Race H on the 62nd turn, Race J on the 63rd turn, and Race K on the 64th turn.
[0097] As described above, each character has a plurality of fixed or variable goals set for completion. Depending on the goals set for each character, the difficulty level for completing all of the goals varies for each character.
[0098] Until the variable goal to clear is determined, a display indicating that the goal to clear is undetermined is displayed on the development information display screen 165. Once the goal to clear is determined, the display on the development information display screen 165 is updated, and the determined goal to clear is notified to the player.
[0099] FIG. 8B is a diagram illustrating an example of a goal to be cleared that is set for a character. In the training main game, there are multiple races that the player can select. A difficulty level is set for each race, and the multiple races include races of different difficulty levels. The target races are different for each character, and the number of high difficulty races set as target races varies depending on the character.
[0100] For example, as shown in Fig. 8B, four high-difficulty races such as GI are set as target races for character A. Similarly, three medium-difficulty races such as GII, two low-difficulty races such as GIII, and two other low-difficulty races are set as target races for character A. Meanwhile, one high-difficulty race such as GI, two medium-difficulty races such as GII, three low-difficulty races such as GIII, and three other low-difficulty races are set as target races for character B.
[0101] Also, assume that the goal for completing all target races is to come in first place. In this case, it can be said that Character A is a character that finds it more difficult to achieve all of the goals for completing a race than Character B. Note that the higher the difficulty of a race, the greater the number of fans that can be acquired. Therefore, Character A will acquire more fans than Character B by achieving the goals for completing a race.
[0102] On the other hand, the player can also have the main character run in races other than the target race set for the main character, as long as the race conditions are met. Character B has fewer target races than Character A. In the turn in which a target race is set, the player must have the main character run in the target race.
[0103] Therefore, character B offers the player a wider range of options in each turn than character A. However, if character B is the main character, in order to gain the same number of fans as if character A were the main character, the player must voluntarily enter the main character in races of high difficulty. In this way, by varying the difficulty level and number of target races for each character, different strategies are required of the player, which increases the interest of the game.
[0104] Note that, here, the number of target races for which a goal is to be achieved may differ depending on the character, as shown in Figure 8B, but the number of targets for completion is the same for all characters. Therefore, for example, a character with a small number of targets for completion, such as achieving a predetermined finishing position in a target race, is set with a large number of targets for completion, such as gaining a predetermined number of fans by a predetermined turn. However, the number of targets for completion may differ depending on the character.
[0105] 7, the clearing goal set for the selected character can be confirmed. When the past evaluation point tab 165b is tapped on the development information display screen 165, information on the development characters with the top three evaluation points, which were generated based on the selected character, is displayed on the development information display screen 165.
[0106] FIG. 9 is a second diagram illustrating an example of the training information display screen 165. When the training game is completed, a training character is generated. At the end of the training game, an evaluation point is calculated for the training character, and a training rank is derived based on the evaluation point. The evaluation point is calculated based on a predetermined calculation formula, such as a point calculated from various parameters of the main character at the time of completion of training, a point calculated from acquired skills, etc. The training information display screen 165 displays information indicating the rank, evaluation point, name, and registration date of the top three training characters with the highest evaluation points among the training characters trained based on the selected character.
[0107] Although a detailed explanation is 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. As shown in FIG. 9, the training information display screen 165 displays the scenarios selected when each training character was trained. Although not shown in the figure, when the scenario evaluation point tab 165c is tapped, the top three training characters with the highest evaluation points are displayed, separated by scenario.
[0108] As described above, the player can select a main character while checking various information about each character on main character selection screen 150 shown in Fig. 5A. When next operation unit 154 is tapped on main character selection screen 150, the selected character is set as the main character, and successor character selection screen 170 is displayed on display 26.
[0109] <Registering a successor character> Fig. 10A is a first diagram illustrating inheritance character selection screen 170. Fig. 10B is a first diagram illustrating training character list screen 180. Fig. 10C is a second diagram illustrating inheritance character selection screen 170. Fig. 10D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen on which the player registers an inheritance character.
[0110] A successor character is a character that inherits ability values, skills, etc. from the main character. A player can select two successor characters from the player's own training character and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of followers or other friends, and organize and register them in the deck. Note that only one representative character of another player can be organized in the deck as a successor character in one training game.
[0111] 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 main 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. 10A.
[0112] When first inherited character selection area 171a or second inherited character selection area 171b is tapped, a development character list screen 180 shown in FIG. 10B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a development character list display area is provided. Development character icons 182 are displayed in the development character list display area.
[0113] 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. 10B. 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.
[0114] 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. 10C. 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.
[0115] 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 10D.
[0116] 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.
[0117] FIG. 11 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as an increase in the values of the ability parameters and aptitude parameters of the main character, based on the factor information possessed by the inherited character. Here, two inherited characters are set for one main character, and these inherited characters are training characters that were previously generated. Therefore, when a training character to be set as an inherited character is generated, two inherited characters are also set for that training character.
[0118] As shown in FIG. 11, the main character to be trained in the training main game that is about to begin is referred to as the current generation. The two training characters set as inherited characters for this main character are referred to as the first generation of succession. Furthermore, for the first generation of succession training characters, two training characters are set as inherited characters when training begins. The two training characters that were set as inherited characters when the first generation of succession training characters were generated are referred to as the second generation of succession.
[0119] In this case, the characters that have a utility effect on the current main character are the first and second succession generation training characters, as shown in Figure 11. As described above, two succession characters (first succession generation) are set for one main character, so a total of six training characters bring utility to one main character.
[0120] 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.
[0121] 10D, 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.
[0122] FIG. 12 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the main 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 training of the training character is completed, the factor that the training character will acquire is determined by lottery. Then, factor information indicating the factor that was won by lottery is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0123] 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.
[0124] The factors possessed by a development character only affect the main character being developed when that development character is set as the successor character. The factors that a development character can acquire are classified into multiple types. Figure 12 shows the factor types 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.
[0125] 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.
[0126] 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.
[0127] Basic ability factors increase the ability parameters of the main character. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A training character 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 training character of the first or second generation of inheritance has a speed factor, the main character's speed ability parameter will increase.
[0128] At this time, the increase in the speed ability parameter varies depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter will increase by 7, if it is level 2, the ability parameter will increase by 13, and if it is level 3, the ability parameter will increase by 21. Therefore, if a total of six characters being trained, including two first-generation inheritors and four second-generation inheritors, all have a speed factor of level 3, the main character's speed ability parameter will increase by a maximum of 126 (increase of 21 x 6 characters).
[0129] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the main character.
[0130] 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, 30th, and 54th turns of the training main game are set as factor activation turns. In these factor activation turns, it is determined whether or not to activate each factor. 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.
[0131] 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 the 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 30th and 54th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 30th and 54th 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%.
[0132] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 10C, 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 below 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 obtained by adding the increase value for the first turn.
[0133] 10D, 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 below 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.
[0134] 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 10D, the notation "+63" displayed below the power ability parameter and the notations "+21" and "+42" displayed below the speed and intelligence ability parameters are color-coded.
[0135] The aptitude factors shown in FIG. 12 increase the aptitude parameters of the main character. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A training character always acquires 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 training characters of the first or second generation of inheritance include a training character with a turf factor, the aptitude parameter of the main character's turf aptitude will increase.
[0136] 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.
[0137] For example, if the aptitude factors of three characters in the first inheritance group are grass, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are grass, short distance, and middle distance, respectively, the main character's grass aptitude and short distance aptitude will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0138] Also, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all short-distance factors. In this case, the main character's turf aptitude and short-distance aptitude each increase by three levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the main character's turf aptitude increases by four levels, and the short-distance aptitude and mile aptitude each increase by one level.
[0139] However, in the first turn, there is a limit to the increase in 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 main character's aptitude for grass is A, even if the inherited character has a grass factor, the aptitude for grass will not increase in the first turn.
[0140] In contrast, in turns 30 and 54, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. As an example, in turns 30 and 54, 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 30 or 54, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 30 and 54, the upper limit of each aptitude is raised from A to S. Therefore, in turns 30 and 54, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.
[0141] 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.
[0142] The race factors increase the ability parameters of the main character. Race factors are provided for each of the races that can be entered in the main training game, such as GI races, which are of high difficulty (hereinafter referred to as "factor target races"). At the end of the training game, a lottery is held to determine whether or not the main character will acquire a race factor for each factor target race in which the main character comes in first. If the lottery is won, the training character can acquire a race factor.
[0143] 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.
[0144] 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.
[0145] 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 it is determined that a race factor will be activated, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 30th and 54th 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.
[0146] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is developed as the main character, the character factor set for that character is always given to the developed character at the end of the development game. Note that only one character factor is set per character, so a single developed character can only acquire one character factor at most. Furthermore, if a developed character is generated based on a character that has not been strengthened to a predetermined level, it cannot acquire a character factor.
[0147] 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 that character factor occurs, and as described above, skill hints can be obtained.
[0148] Skill factors are assigned based on the skills that the training character has acquired. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill that the training character has acquired. 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 that correspond to the acquired skills that the training character has acquired. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0149] 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 main character to acquire skills similar to those already acquired by the inherited character, etc.
[0150] 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.
[0151] Here, it is assumed that the training character acquires skill factors in addition to the skills that have already been acquired, but without providing skill factors, the skills that the main character can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0152] As described above, the ability parameters of the main character vary greatly depending on the inherited character organized into the deck. Furthermore, even if the development character itself has high abilities, whether or not it acquires factors is determined by lottery, so a development character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the development character itself does not have high abilities, it may function effectively as an inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only develop a powerful development character, but also to develop a development character that is effective as an inherited character, which adds to the fun of the game.
[0153] Furthermore, in this embodiment, compatibility is determined between the main character, the first-generation succession character, and the second-generation succession character. In the case of a combination of characters with good compatibility, the conditions for activating factors are advantageous.
[0154] 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 main character and the first inheritance generation training character in the first inheritance group. The second judgment target (No. 2) is the current main character and the first inheritance generation training character in the second inheritance group.
[0155] 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 main character, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (development character A). The fifth determination target (No. 5) is the current main character, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (development character B).
[0156] The sixth determination target (No. 6) is the current main character, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters (development character A) in the second inheritance group. The seventh determination target (No. 7) is the current main character, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (development character B).
[0157] For each of the above-mentioned determination targets, a determination is made as to whether 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 game world is set in such a way that characters that can be selected as main characters are students, and each character trains at school.
[0158] 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.
[0159] 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.
[0160] For example, when determining compatibility, first, the current main character, who is the first object of determination, and the first-generation inheritance character of the first inheritance group are determined to have all of the determination items met. At this time, the compatibility expectation values associated with the determination items that are met are accumulated and counted. In this way, the compatibility expectation values are counted in order from the first object of determination to the seventh object 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.
[0161] 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.
[0162] In this way, the probability of a factor activating varies depending on the compatibility between the main character 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 main character. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.
[0163] As shown in Figures 10B, 10C, and 10D, 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 10A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0164] 10B, 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.
[0165] FIG. 14A is a diagram illustrating sorting conditions. FIG. 14B is a diagram illustrating narrowing-down conditions. A player can select and set the sorting conditions shown in FIG. 14A on a display condition setting screen. Here, the sorting conditions can be selected and set from among evaluation points, factors, number of skills, name, course suitability, registration date, running style suitability, compatibility level, distance suitability, and notes. Once the sorting conditions are set, a training character list screen 180 is displayed. At this time, the display order of training character icons 182 on the training character list screen 180 has been changed in accordance with the sorting conditions.
[0166] Furthermore, the player can select and set the narrowing down conditions shown in Fig. 14B on the display condition setting screen. Here, the narrowing down conditions include basic ability factors, aptitude factors, and compatibility levels. When a basic ability factor or aptitude factor is set as a narrowing down condition, only the characters being trained that have the factors selected by the player are displayed on the training character list screen 180.
[0167] At this time, the player can set the factor level, and for example, when narrowing down is performed by setting the factor level to level 3, only the development characters having a factor of level 3 among the factors selected by the player are displayed on the development character list screen 180. The player can narrow down the development characters by selecting whether the development character itself has a factor or whether the development character's inherited character has a factor.
[0168] The player can also narrow down the search by compatibility level. Here, it is possible to narrow down the search to development characters with compatibility of ◎, development characters with compatibility of 〇, and development characters with compatibility of △. In this way, sorting and narrowing down by various conditions is possible, improving convenience for the player.
[0169] Furthermore, when a development character icon 182 is pressed and held on the development character list screen 180 shown in FIG. 10B, detailed information about the development character corresponding to the development character icon 182 is displayed.
[0170] Fig. 15 is a first diagram illustrating the character details dialog 185A. Fig. 16 is a second diagram illustrating the character details dialog 185A. Fig. 17 is a third diagram illustrating the character details dialog 185A. Detailed information about the character being trained is displayed in the character details dialog 185A. An ability parameter display field 186 showing the ability parameters of the character being trained is displayed at the top of the character details dialog 185A.
[0171] An icon indicating the character that is the basis for the development character, and the development rank and evaluation score of the development character are displayed in the upper left of the ability parameter display field 186. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right of the ability parameter display field 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. The nickname list screen displays a list of nicknames that the development character has acquired. Note that in the development main game, many nicknames are provided, and conditions for acquiring each nickname are set.
[0172] In the development main game, a nickname that meets the acquisition conditions is given to the development character. The player can select one of the nicknames that the development character has acquired and set it for that development character. The player can change the nickname set for the development character on the nickname list screen. The currently set nickname (in this case, Legend) is displayed to the left of the nickname change button 186a.
[0173] Examples of conditions for acquiring a nickname include the main character gaining a predetermined number of fans, having ability parameters or aptitude parameters above a predetermined value, acquiring a predetermined skill, winning a predetermined number of races, or achieving a predetermined finishing position (e.g., first place) in a specific race.
[0174] Furthermore, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, for example, hiragana, katakana, numbers, Roman letters, etc. can be input up to nine characters. The characters input on the character input screen are stored as memos linked to the development character. If a memo is stored for the development character, the memo (here, abcdefg) is displayed to the left of the memo input button 186b.
[0175] The above-mentioned memo is included in the sorting conditions for the training character icons 182 on the training character list screen 180. Therefore, by linking and registering a memo to a training character, the player can more easily search for a training character to be used as an inherited character.
[0176] In addition, an aptitude information display field 187 is displayed below the ability parameter display field 186. The aptitude information display field 187 displays aptitude parameters relating to course suitability for turf and dirt, aptitude parameters relating to distance suitability for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style suitability for breakaway, leading, overtaking, and chasing.
[0177] Below the aptitude information display field 187, a various information display field 188 is displayed. The various information display field 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation unit 188d. When the skill display tab 188a is tapped, the skills already acquired by the training character are displayed in the various information display field 188, as shown in FIG. 15. Furthermore, when the inheritance information display tab 188b is tapped, the inheritance information of the training character is displayed, as shown in FIG. 16.
[0178] The various information display field 188 displays inheritance information based on the training characters that can be set as inheritance characters and the inheritance characters used to train the training characters. The inheritance information includes information on the inheritance characters used to train the training characters, factor information possessed by the training characters, and factor information possessed by the inheritance characters. Here, the inheritance information is displayed in a list for each training character.
[0179] Specifically, the factor information associated with the training character and the factor information associated with the inherited character of the training character are displayed for each character. Therefore, by scrolling the various information display field 188 up and down, the player can check the factor information possessed by each of the three characters.
[0180] In the various information display field 188, basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. In addition, in the various information display field 188, race factors and skill factors are displayed in white. In addition, stars indicating the factor level are superimposed on each piece of factor information.
[0181] Furthermore, when the training information display tab 188c is tapped, the training information of the training character is displayed as shown in Fig. 17. The training information includes the type of support card used when training the training character, the characters of the first and second succession generations, the results of individual races in the training game, and evaluation points.
[0182] In this way, the player can check various information related to the character being trained in the character details dialog 185A. This makes it easier for the player to understand the information linked to the inherited character to be organized into the deck, improving convenience for the player.
[0183] In addition, in the character details dialog 185A, when the close operation unit 188d is tapped, the character details dialog 185A is closed, and the training character list screen 180 is displayed on the display 26. Also, as shown in FIGS. 10A, 10B, 10C, and 10D, a skill display button 172 is provided in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. When the skill display button 172 is tapped, a list of skills that may be acquired by the training character provisionally selected as the inheritance character is displayed.
[0184] 18 is a diagram illustrating the skill display dialog 185B. The skill display dialog 185B displays an icon corresponding to a skill and a skill description display field 189 in which the content of the skill is written. The skills displayed in this skill description display field 189 are a list of all skills that the main character may acquire if the currently selected training character is used as the inherited character.
[0185] That is, the skill display dialog 185B displays a list of information about the character factors or skills linked to the skill factors of the training character. As shown in Fig. 10C, when the skill display button 172 is tapped with one training character selected as the inheriting character, the skills linked to the character factors and race factors of this one training character (inheriting character) are displayed in the skill display dialog 185B.
[0186] On the other hand, as shown in FIG. 10D, when the skill display button 172 is tapped while two training characters are selected as inheritance characters, the skills associated with the character factors and race factors possessed by each of the two training characters (inheritance characters) are displayed in the skill display dialog 185B.
[0187] As described above, in this embodiment, the character details dialog 185A displays a list of inheritance information (factor information) for each training character that can be set as an inheritance character. Furthermore, the skill display dialog 185B displays a list of information (skills) linked to the inheritance information (factor information). At this time, the character details dialog 185A and the skill display dialog 185B are displayed based on the training characters that can be set as inheritance characters and the inheritance characters used to generate the training characters. Displaying the character details dialog 185A and the skill display dialog 185B improves convenience for the player.
[0188] Here, the skill display dialog 185B displays skills that can be acquired by activating factors. However, the skill display dialog 185B may display factor information that provides hints about skills, rather than information about skills. In any case, inheritance information (factor information) is classified into multiple types (factor types), and the skill display dialog 185B preferably displays inheritance information (character factors and race factors) classified into a predetermined type, or information linked to the inheritance information (information about skills). In this way, it can be said that the skill display dialog 185B extracts some of the inheritance information and then displays the extracted inheritance information.
[0189] Then, when the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are provisionally registered in the deck as inheritance characters, and the support card organization screen 190, which will be described later, is displayed.
[0190] The player must select two development characters as inheritance characters on inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, next operation unit 154 is grayed out, as shown in Figures 10A and 10C, and no operation by the player is accepted. In addition, inheritance character selection screen 170 is provided with return operation unit 153, and when return operation unit 153 is tapped, main character selection screen 150 is displayed.
[0191] <Support card registration> FIG. 19A 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. 19A 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 marked "Return" and a start operation unit 193 marked "START" are displayed at the bottom of the support card organization screen 190.
[0192] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed as blank spaces.
[0193] 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.
[0194] FIG. 19B 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. 19A, the support card selection screen 200 shown in FIG. 19B 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.
[0195] 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.
[0196] FIG. 20A is a diagram illustrating a support card table. As shown in FIG. 20A, 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.
[0197] 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.
[0198] 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.
[0199] 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.
[0200] 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.
[0201] 20B is a diagram illustrating a support effect table. As shown in FIG. 20B, the support effect table stores support effects for each type of support card possessed by the player.
[0202] Support effects increase various stats in the main game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.
[0203] FIG. 20C is a diagram illustrating a possessed skill table. As shown in FIG. 20C, in the possessed skill table, possessed skills are set for each support card possessed by the player. In this embodiment, possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills. The possessed skills set for each support card can be acquired by the main character selected by the player or by another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.
[0204] FIG. 20D is a diagram illustrating a support event table. As shown in FIG. 20D, the support event table stores support events that can occur for each support card possessed by a player. A support event is an event that can occur while the training main game is being played. When a support event occurs, various status values in the training main game may increase or decrease.
[0205] 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.
[0206] 19C 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. 19C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 19A.
[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. 10D is displayed on the display 26. Also, as shown in Fig. 19C, 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 (Fig. 21A) is displayed.
[0208] Fig. 21A is a diagram illustrating a final confirmation screen 205. Fig. 21B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the main character 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 the main character will compete in the training main game. The 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. 21B 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 unit 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 unit 205b is tapped, the game screen 210 (FIG. 25A) is displayed on the display 26.
[0212] <Registering specific characters> As described above, after the main character, successor characters, and support cards are registered, the specific characters are then registered. In this embodiment, four types of characters are set as the specific characters in advance.
[0213] Fig. 22 is a first diagram illustrating a character identification information table. Fig. 23 is a second diagram illustrating a character identification information table. Fig. 22 shows a case where "character C" is registered as the main character, and "character E," "character I," "character L," "character M," "character Q," and "character T" are registered as support characters. Fig. 23 also shows a case where "character F" is registered as the main character, and "character E," "character J," "character L," "character M," "character Q," and "character T" are registered as support characters.
[0214] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.
[0215] In this embodiment, "Character F," "Character J," "Character N," and "Character R" are set as specific characters, as shown in Fig. 22. When a player selects a main character from among multiple characters, the selected character is registered as the main character in the character identification information table.
[0216] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.
[0217] Furthermore, when information about main characters and support cards is registered in the character identification information table, information about specific characters is also registered. At this time, as shown in Figures 22 and 23, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters, regardless of the types of main characters and support characters registered.
[0218] <Setting initial character identification information> As described above, once the main character, successor character, support character, and specific character are registered, team members and sub-members are registered. As will be described in detail later, in the training game, it is necessary to play the battle game using characters registered as team members. Furthermore, when a character registered as a sub-member meets certain conditions, that character is registered as a team member.
[0219] In this embodiment, characters registered as main characters, support characters, and specific characters in the character identification information table are registered as team members. That is, in the case of Fig. 22, "character C," "character E," "character F," "character I," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members. Also, in the case of Fig. 23, "character E," "character F," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members.
[0220] In addition, in the character identification information table, characters or support cards (support characters) possessed by the player that are not registered as team members are registered as sub-members. Note that, among predetermined characters, all remaining characters that are not registered as team members, or some characters selected by lottery, may be registered as sub-members.
[0221] Here, it is assumed that support characters and specific characters are registered as team members from the start of the training main game, but support characters and specific characters may also be registered as sub-members at the start of the training main game and then registered as team members at a predetermined time.
[0222] In this way, when the information (initial character identification information) relating to the team members and sub-members is stored in the character identification information table, the preparation stage processing is completed.
[0223] <Growth stage treatment> Once the preparatory stage processing is complete, the training stage processing begins. In the training stage processing, it becomes possible to train the main character and characters registered as team members. In the following, to make it easier to understand, the basic flow of the training main game will first be explained.
[0224] FIG. 24 is a diagram illustrating a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 24, the training game is made up of 1st to 60th turns, and has a gameplay in which various parameters are updated according to the selection results of the player in each turn. Furthermore, according to the selection item table, items that the player can select for each turn are preset.
[0225] FIG. 25A is a first diagram illustrating a game screen 210. FIG. 25B is a second diagram illustrating the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIGS. 25A and 25B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as will be described later. The stamina display section 211 is displayed so that the current remaining amount of "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."
[0226] The main character is also provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race development will be, and the greater the increase in ability parameters through training.
[0227] As shown in FIGS. 25A and 25B, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character in the form of a numerical value and a rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + Specifically, in this embodiment, the numerical value and rank of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 displays the remaining number of skill points possessed by the main character in the training game as a numerical value.
[0228] 25A and 25B, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," and an individual race operation section 219 marked "Race" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210.
[0229] Furthermore, the player can select one of the following options for each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), or "Race" (individual race operation unit 219). At this time, the options that can be selected for each turn are set in advance, as shown in FIG.
[0230] When the "Rest" item is selected, stamina is restored, and when the "Going Out" item is selected, condition improves. When the "Training" item is selected, training, which will be described later, becomes available, and when the "Race" item is selected, the main character can participate in individual races. When the "Rest," "Training," "Going Out," or "Race" item is selected and the game result is determined, the current turn ends and the game moves on to the next turn.
[0231] In this embodiment, turns are set in which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected, such as the 20th, 30th, 35th, 57th, and 59th turns shown in Fig. 24. During these turns, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, as shown in Fig. 25B, and operations by the player are not accepted. Therefore, during these turns, the player must select the individual race operation unit 219.
[0232] On the other hand, the skill operation unit 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. Note that in this embodiment, a team race is forcibly executed after the end of a predetermined turn.
[0233] Fig. 26A is a first diagram illustrating training screen 220. Fig. 26B is a second diagram illustrating training screen 220. When training operation section 216 on game screen 210 is operated, training screen 220 is displayed on display 26.
[0234] 26A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221 marked "Speed" and a stamina operation section 222 marked "Stamina" and a power operation section 223 marked "Power" and a guts operation section 224 marked "Spirit" and a wisdom operation section 225 marked "Wisdom" are displayed.
[0235] When the player taps one of the operation units 221-225 once, the training item corresponding to the tapped operation unit 221-225 is provisionally selected, and the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. Figure 26A shows a state in which the power operation unit 223 is provisionally selected. Figure 26B shows a state in which the stamina operation unit 222 is provisionally selected.
[0236] 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 team ranking, 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.
[0237] Furthermore, the operation units 221 to 225 that are currently being temporarily selected display a failure rate display unit 226 that reads "Failure." 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.
[0238] Furthermore, the status display section 213 displays the value by which the ability parameter will increase if training corresponding to the provisionally selected operation sections 221 to 225 is executed and successful. For example, in the example shown in FIG. 26A, the power operation section 223 is provisionally selected, and "Stamina" is displayed as "+8" and "Power" is displayed as "+10" in the status display section 213. Furthermore, in the example shown in FIG. 26B, the stamina operation section 222 is provisionally selected, and "Stamina" is displayed as "+15" and "Spirit" is displayed as "+5" in the status display section 213.
[0239] Furthermore, when the training is performed successfully, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different manners depending on the type of event.
[0240] 26B, in the upper right portion of training screen 220, a placed character icon 228 of the character placed in the training is displayed for each of temporarily selected operation units 221 to 225. If the training is successful and a predetermined event occurs corresponding to the character displayed in placed character icon 228, an event notification display 227 is displayed on the corresponding placed character icon 228. Note that hereinafter, training in which a character is placed is referred to as joint training.
[0241] 26C is a diagram illustrating training result notification screen 220a. When any of temporarily selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. When the training is executed, training result notification screen 220a, which notifies the player of the success or failure of the training, is displayed on display 26. Here, the word "success" is displayed, notifying the player of the success of the training.
[0242] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.
[0243] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 26A or 26B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is performed and the training is successful, stamina decreases. On the other hand, when training for wisdom is performed and the training is successful, stamina is restored.
[0244] 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.
[0245] 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.
[0246] 26D 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.
[0247] For example, when a 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 predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during individual races and team races, which will be described later.
[0248] Events include events for acquiring skills, events for recovering stamina, events for decreasing stamina, events for increasing ability parameters, events for decreasing ability parameters, events for increasing condition, events for decreasing condition, etc. As will be described in more detail below, events include events that are predetermined for each turn and events that occur when a predetermined lottery is won. Furthermore, when all the events that have occurred have ended, the game screen 210 for the next turn is displayed.
[0249] FIG. 27A is a first diagram illustrating an inheritance event. FIG. 27B is a second diagram illustrating an inheritance event. FIG. 27C is a third diagram illustrating an inheritance event. FIG. 27D 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 30th turn, and the 54th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 30th turn.
[0250] When the 30th turn begins, first, as shown in Fig. 27A, the main character and an operation unit marked "Touch" are displayed on the event screen 220b. When the operation unit displayed on the event screen 220b is tapped, an animated image including the main character and two inherited characters is displayed, as shown in Fig. 27B. Furthermore, when the operation unit is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters being trained, the first and second inherited generations.
[0251] Then, as shown in Figure 27C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 27D, 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 game screen 210 shown in Figure 25A 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.
[0252] Fig. 28A is a first diagram illustrating the skill screen 230. Fig. 28B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 230 shown in Fig. 28A is displayed on the display 26.
[0253] The skill screen 230 displays a skill display field 231. The skill display field 231 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, possessed skills for which a hint has been obtained are displayed with the skill points required to acquire them discounted. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display field 231.
[0254] Furthermore, for the skills displayed on the skill screen 230, the conditions for activating each skill and the effect when activated are displayed.
[0255] Also displayed at the top of the skill screen 230 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 230 is the current number of turns.
[0256] When a player consumes skill points and acquires a possessed skill based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 28B, to notify the player that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214, and the display is updated.
[0257] 29A is the first diagram illustrating the individual race selection screen 240. When the individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 240 shown in Fig. 29A is displayed. The individual race has a game aspect in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).
[0258] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 240. An individual race selection operation section 241 for selecting a race event in which the main character will compete is displayed at the center of the individual race selection screen 240. A start operation section 242 marked "Start" is displayed at the bottom of the individual race selection screen 240. The races that can be selected using the individual race selection operation section 241 on the individual race selection screen 240 are set in advance for each turn.
[0259] Furthermore, entry conditions are set in advance for each race, and the player can enter the main character only in races that satisfy the entry conditions. As described above, some races have a 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 individual race selection operation unit 241, as shown in FIG. 29A, 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 individual race selection screen 240.
[0260] FIG. 29B is a diagram illustrating an individual race start screen 250. When the start operation unit 242 is operated after the race event of the individual race in which the player will participate has been selected using the individual race selection operation unit 241, the individual race start screen 250 shown in FIG. 29B is displayed. A strategy display unit 251 is displayed in the center of the individual race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 252 labeled "Change." 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 individual race to any strategy by operating the strategy change screen.
[0261] Also, at the bottom of the individual race start screen 250, a result operation section 253 marked "Result" and a race operation section 254 marked "Race" are displayed.
[0262] When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a moving image of the development of the race (hereinafter also referred to as a race moving image) is displayed.
[0263] FIG. 29C is a first diagram illustrating the individual race result screen 260. FIG. 29D is a second diagram illustrating the individual race result screen 260. When playback of the race video ends, or when the result operation unit 253 is operated, the individual race result screen 260 is displayed on the display 26. As shown in FIG. 29C, the individual race result screen 260 displays the finishing order of the main character in the individual race. Furthermore, as shown in FIG. 29D, the individual race result screen 260 displays the current class of the main character.
[0264] In this embodiment, the main character is classified into classes according to the number of fans he or she has acquired. Each class has a set range of the number of fans, and here, the main character is classified into one of eight classes depending on the number of fans he or she has. The individual race result screen 260 displays the number of fans acquired in the current individual race, as well as the cumulative number of fans obtained by adding the newly acquired number of fans to the number of fans he or she had previously acquired. In addition, the current class corresponding to the cumulative number of fans is clearly displayed.
[0265] FIG. 30A is a diagram illustrating a team race selection screen 270. As described above, in this embodiment, a team race is forcibly started when a predetermined turn ends. When a team race starts, the team race selection screen 270 shown in FIG. 30A is displayed. In the center of the team race selection screen 270, an opponent team selection operation section 271 for selecting an opponent for the team race to participate in is displayed. Note that the opponent may be an NPC. Furthermore, the opponent is not limited to an NPC, and may be another player's team. In this case, a communication battle is held with the team of another player.
[0266] Note that characters to be entered in a team race need only be selectable from among team members, and do not necessarily have to include the main character. Also, one team member may be allowed to enter multiple races in a team race.
[0267] FIG. 30B is a diagram illustrating the team formation screen 280. When the competing team selection operation unit 271 is operated, the team formation screen 280 is displayed on the display 26. The team formation screen 280 displays a team formation operation unit 281. By operating the team formation operation unit 281, the player can form a character formation for the team race using characters registered as team members. In this embodiment, five races are held in the team race: "short distance," "mile," "middle distance," "long distance," and "dirt." The game has a feature in which the overall victory or defeat of the team race is determined based on the victory or defeat of each race.
[0268] Specifically, if the player's team wins more races out of the five races than the opponent's team, the player wins the team race overall. On the other hand, if the player's team wins fewer races out of the five races than the opponent's team, the player loses the team race overall. Also, if the player's team wins the same number of races as the opponent's team, the game ends in a draw.
[0269] The player can organize a maximum of three types of characters from among the team members for each race. Also, the same type of character cannot be organized into multiple races. A start operation section 282 labeled "Start" is displayed at the bottom of the team organization screen 280.
[0270] Fig. 30C is a diagram illustrating a team race start screen 290. When the start operation unit 282 on the team formation screen 280 is operated, the team race start screen 290 shown in Fig. 30C is displayed. In this embodiment, five races are run in the team race, and the order in which they are run may be a predetermined order or may be determined randomly.
[0271] As shown in Figure 30C, the characters of the player's team and the characters of the opponent's team for the race to be held are displayed in the center of the team race start screen 290. Here, the example shows a case where the player has organized two characters and the opponent has organized two characters for a "middle distance" race.
[0272] 30C, a result operation section 291 marked "Result" and a race operation section 292 marked "Race" are displayed at the bottom of the team race start screen 290. When the race operation section 292 is operated, a race video (not shown) is displayed.
[0273] FIG. 30D is a diagram illustrating the team race interim result screen 300. When playback of the race video ends, or when the result operation unit 291 on the team race start screen 290 is operated, the team race interim result screen 300 is displayed on the display 26. The team race interim result screen 300 displays the results of the race (here, the "middle distance" race). Note that the method for determining the results of each of the five races in the team race is not particularly limited. For example, the team to which the character that placed first belongs may be declared the winner. Alternatively, points may be awarded for each finishing order, and the team with the most points may be declared the winner.
[0274] Then, when the display of the team race interim results screen 300 in Figure 30D is completed, the team race start screen 290 for the next race (for example, a "short distance" race) is displayed, and thereafter, in the same manner as above, the team race start screen 290 and the team race interim results screen 300 are displayed sequentially until all five types of races are completed.
[0275] FIG. 31A is a first diagram illustrating a team race detailed result screen 310. After the team race start screen 290 and the team race interim result screen 300 for all five types of races are displayed as described above, the team race detailed result screen 310 is displayed on the display 26. A win / loss result display section 311 is displayed in the center of the team race detailed result screen 310. The win / loss result display section 311 notifies the player of the win / loss results of each race. Here, as shown in FIG. 31A, a case is shown in which there are three wins and two losses in each race.
[0276] FIG. 31B is a first diagram illustrating the team race overall result screen 320. When the display of the win / loss result display section 311 ends, the team race overall result screen 320 is displayed on the display 26. The team race overall result screen 320 notifies the player of the overall win / loss results in the team race. As shown in FIG. 31A, if there are 3 wins and 2 losses in each race, the team race overall result screen 320 will notify the player that the team has won the team race.
[0277] Additionally, the team ranking is displayed on the team race overall result screen 320. In this embodiment, the team ranking changes based on the results of the team race. For example, if a team wins a team race, the team ranking increases.
[0278] Furthermore, on the team race overall result screen 320, which notifies the team that they have won the team race, a next operation unit 321 marked "NEXT" is displayed. When the next operation unit 321 on the team race overall result screen 320 is operated, the game screen 210 for the next turn is displayed.
[0279] Fig. 31C is a second diagram illustrating the team race detailed result screen 310. Here, as shown in Fig. 31C, a case is shown in which there are 2 wins and 3 losses in each race. Fig. 31D is a second diagram illustrating the team race overall result screen 320. As shown in Fig. 31C, if there are 2 wins and 3 losses in each race, the team race overall result screen 320 will notify that the team has lost the team race.
[0280] If a team loses a team race, the team ranking will drop. However, regardless of the outcome of the team race, the training main game continues, so the next turn begins when the next operation unit 321 is tapped.
[0281] As described above, in the training main game, team races are held at predetermined intervals. Winning a team race grants benefits such as an increase in the main character's ability parameters. Also, in the training main game, sub-members are promoted to team members at predetermined turns. Here, a predetermined number of sub-members are promoted to team members at the turn following the execution of a team race. In this way, the gameplay of the training game is to gradually increase the number of team members and win team competitions.
[0282] 32 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.
[0283] The turn start processing includes the "processing to determine whether or not to assign team members," "processing to determine training items to assign," "processing to determine ability parameter increase values," and "processing to determine events to appear," all of which are shown in Figure 32. Note that various other processes are also executed in the turn start processing, but here we will explain the processes shown in Figure 32 in order.
[0284] <Process to determine whether team members are assigned> Fig. 33 is a diagram illustrating a placement presence / absence table. As shown in Fig. 33, the placement presence / absence table sets a selection ratio of placement presence / absence ("place" or "do not place") for each character identification information of a character. In this embodiment, based on the placement presence / absence table shown in Fig. 33, the placement presence / absence is determined for all team members by referring to the character identification information table shown in Fig. 22 or 23 above.
[0285] Specifically, in this embodiment, as shown in Fig. 33, for team members whose character identification information is registered as both a "support character" and a "specific character," there is an 80% chance that "place" will be selected. Also, for team members whose character identification information is registered as a "specific character" but not as a "support character," there is a 60% chance that "place" will be selected.
[0286] For team members whose character identification information is registered as a "support character" and not as a "specific character," there is a 40% chance that "Deploy" will be selected. For team members whose character identification information is registered as neither a "support character" nor a "specific character," there is a 10% chance that "Deploy" will be selected.
[0287] 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.
[0288] <Process to determine the training items to be placed> Next, for the team members whose placement has been determined as described above, it is decided which training item they will be placed in: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."
[0289] The method for determining the training items to be placed is not particularly limited, and may be, for example, a lottery drawing so that each training item has an equal probability of being selected. Alternatively, the training items may be placed in training items that are preset for each character without a lottery drawing. Furthermore, for example, a lottery drawing may be performed so that the training items are more likely to be placed in the character's specialty training (see FIG. 20A). When a lottery drawing is performed, a lottery table that determines the selection ratio in the lottery may be stored in advance, or a lottery table may be created each time a lottery is drawn.
[0290] <Process to determine the increase value of ability parameters> 34A is a diagram illustrating a training level table. As shown in FIG. 34A, the training level is set to increase as the team ranking increases. Specifically, if the team ranking is 100th or lower, the training levels related to "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If the team ranking is 99th or higher but 60th or lower, the training levels are set to "Level 2." If the team ranking is 59th or higher but 30th or lower, the training levels are set to "Level 3." If the team ranking is 29th or higher but 10th or lower, the training levels are set to "Level 4." If the team ranking is 9th or higher, the training levels are set to "Level 5."
[0291] In this embodiment, the training level is set to increase as the team ranking increases, but this is not limited to this. For example, the training skills of team members may be counted for each training item, and the training level may increase according to the counted value (count value). Here, the training level for all training items is the same for the team ranking, but the training level may be different for each training item for the same team ranking.
[0292] 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.
[0293] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values of the ability parameters "Speed" and "Power" increase.
[0294] In addition, "Stamina" training is performed, and if successful, the values of the ability parameters "Stamina" and "Spirit" will increase.
[0295] Furthermore, if "Power" training is performed and is successful, the values of the ability parameters "Stamina" and "Power" will increase.
[0296] In addition, if "Spirit" training is performed and is successful, the values of the ability parameters "Speed," "Power," and "Spirit" will increase.
[0297] Additionally, "Wisdom" training is performed, and if successful, the values of the ability parameters "Speed" and "Wisdom" will increase.
[0298] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value determined in accordance with the training item and training level performed by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.
[0299] FIG. 34B is a diagram illustrating a fixed increase value (speed) table. Also, FIG. 34C is a diagram illustrating a fixed increase value table (power). That is, FIG. 34B shows the fixed increase value when the training item is "Speed." Also, FIG. 34C shows the fixed increase value when the training item is "Power."
[0300] As shown in Figures 34B and 34C, 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 34B and 34C, the ability parameter is set to increase more significantly as the training level increases.
[0301] Although not detailed here, there are also fixed increase value tables provided for when "Stamina," "Spirit," and "Wisdom" are selected as training items.
[0302] In addition to the fixed increase value described above, a bonus addition rate is determined based on the characters arranged for each training item and the character identification information table shown in FIG. 22 or FIG.
[0303] 34D is a diagram illustrating a bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the character identification information of the character determined to be placed in each training.
[0304] Specifically, as shown in FIG. 34D, the bonus addition rate table sets, for each character identification information of a character, whether or not there is a bonus addition rate and a selection ratio of the addition rate (10% increase or 20% increase).
[0305] If "support character" and "specific character" are registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "20% up" will be selected.
[0306] Furthermore, if only "support character" is registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "10% up" will be selected.
[0307] Furthermore, if only "specific character" is registered as character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "10% up" will be selected.
[0308] Furthermore, if neither a "support character" nor a "specific character" is registered as character identification information, there is an 80% chance that "none" will be selected, and there is a 20% chance that "10% up" will be selected.
[0309] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The value obtained by adding the bonus addition value to the fixed increase value determines the increase amount of the ability parameter value if the training is successful. Note that for training in which multiple characters are assigned, the bonus addition values of each of the multiple assigned characters are added to the fixed increase value. In this way, the increase amount of the main character's ability parameter if the training is successful is determined for all training types.
[0310] <Process to determine occurrence events> FIG. 35 is a diagram explaining event types and event classifications. During the training main game, a process is performed each turn to determine whether or not an event will occur. Events are broadly divided into four types: scenario events, the dedicated events provided for each main character, support events, and team member events. Note that for each scenario, the scenario events, dedicated events, support events, and team member events that may occur during the training main game are predetermined.
[0311] 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.
[0312] 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.
[0313] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.
[0314] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.
[0315] 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 the character that the player registered as the main character in the setting game, i.e., the preparatory stage processing.
[0316] As described above, a support event is an event that is set in advance for each support card. In the training main game, a support event that is linked to the support card that the player registered in the setting game appears. In addition to the support events that are linked to the registered support cards, for example, support events that are linked to team members may also appear. However, the probability that a support event that is linked to the support card that the player registered in the setting game will be determined is set higher than the probability that other support events will be determined.
[0317] Team member events are events that mainly occur when team members are assigned to a training session, i.e., when joint training is performed. Team member events may also occur when certain conditions are met, regardless of the training session.
[0318] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a dedicated event, support event, or team member event will occur is determined based on the main character, support card, or team member, respectively. In other words, event types are classified based on the information referenced when determining whether an event will occur.
[0319] In contrast, in this embodiment, each event is classified into one of five event categories depending on the content brought about by the appearance of the event: hint event, ability event, aptitude event, story event, and training event.
[0320] As described above, a hint event is an event that allows a player to possess or acquire a skill. An ability event is an event that increases or decreases the ability parameters of the main character. An aptitude event is an event that increases or decreases the aptitude parameters of the main character. A story event is an event that displays a story related to characters that appear in the training game. Note that some story events change ability parameters and aptitude parameters in addition to displaying a story. A special training event is an event that increases the ability parameters of team members.
[0321] Here, scenario events include hint events, ability events, aptitude events, and story events. Furthermore, exclusive events and support events include hint events and ability events. Furthermore, team member events include story events and special training events. Note that the relationship between event types and event classifications shown in FIG. 35 is merely an example. Therefore, for example, exclusive events may include story events and special training events.
[0322] Figure 36 is a diagram explaining the relationship between the event type and the number of turns. Figure 36 shows an example in which a predetermined character is registered as the main character when a training main game is executed. The occurrence of an event, etc. is determined based on an event determination table provided for each scenario.
[0323] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event will occur and information indicating the probability of the event occurring are linked to each turn. It is assumed here that the information indicating whether or not an event will occur and information indicating the probability of the event occurring are specified for each event type for all turns.
[0324] In addition, in the event content determination table, events to be made to appear or events that can appear are set in advance for each turn and for each type of event.
[0325] At the start of a turn, the event occurrence determination table is referenced to first determine whether or not an event will occur for each type of event. At this time, depending on the number of turns and the type of event, it may be determined that the event will "occur." Also, depending on the number of turns and the type of event, it may be specified that the event will occur with a 50% probability, for example. In this case, a lottery is held to determine the 50% probability of the event "occurring."
[0326] Then, for the type of event for which "appearance" has been determined, the event content determination table is referenced to determine the content of the event to be made to appear. For example, according to the event appearance determination table, it is set that a scenario event will always appear in the first turn. Furthermore, an event ID is assigned to each event. In the event content determination table, the scenario event with event ID=0001 is linked to the first turn as an event that can appear. Therefore, when the training main game is played, the scenario event with event ID=0001 will always appear in the first turn.
[0327] Similarly, according to the event determination table (event occurrence determination table and event content determination table), it is determined that scenario events with event IDs = 0002, 0003, 0004, 0005, and 0006 will occur in the fourth, fifth, sixth, seventh, and tenth turns, respectively.
[0328] Here, events are broadly divided into fixed events and random events. Fixed events are events that appear on a fixed turn, in other words, events that can appear on a specific turn and will not appear on any other turns. Here, scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.
[0329] In contrast, a random event is an event that appears when it has been decided that it will appear and that it will be an event that will appear. In Figure 36, in the turns marked "lottery," whether or not an event will appear is decided by lottery, and if "appearance" is decided, the event that is selected by lottery will appear from among the random events.
[0330] In the event content determination table, the event ID that is the subject of the lottery is set for the turn in which the lottery-winning event will appear. For example, suppose random events with event IDs 0010, 0011, and 0012 are set as scenario events. Also, suppose that the event content determination table associates the scenario event with event ID 0010 with the 12th turn.
[0331] In this case, at the start of the 12th turn, a lottery is held to determine whether or not a scenario event will occur. If the lottery is won, the scenario event with event ID=0010 will occur, and if the lottery is not won, the scenario event will not occur.
[0332] Also, for example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are linked to the 15th turn. If the lottery to determine whether or not an event will appear is won, the scenario event to appear is determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that was won by lottery appears.
[0333] Note that the above description deals with the case where fixed events and random events are set up exclusively. However, when determining which scenario events are to be displayed by lottery, fixed events may be set as the subject of the lottery in addition to or instead of random events.
[0334] In this embodiment, the fourth to seventh turns are set as branching turns. A branching turn is a turn in which the content of the event changes when a predetermined condition is met. Here, the predetermined condition is that a predetermined number of specific characters are included in the team members, in other words, that a predetermined number of specific characters are included in the main characters or support characters.
[0335] Specifically, in the fourth turn, it is determined whether the team members include four specific characters, which is the predetermined number. If four specific characters are included in the team members, the scenario events are replaced with team member events. The team member events include specific character events provided for each specific character. Here, if the team members include specific characters, the scenario events are replaced with specific character events in the branching turn.
[0336] Similarly, in the fifth, sixth, and seventh turns, it is determined whether the team members include a predetermined number of specific characters, i.e., three, two, and one, respectively. If the team members include the predetermined number of specific characters, the scenario event is replaced with a specific character event.
[0337] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but ultimately the event ends without any team name being proposed. Therefore, if a specific character is not included in the team members, no team name will be proposed for four consecutive turns.
[0338] On the other hand, if a specific character is included in a team member, the scenario events are replaced with specific character events for the number of specific characters. A specific character event is a story event. In a specific character event, a story is played in which a specific character suggests a team name. There are four specific characters, and a different team name is suggested for each specific character. Therefore, if a specific character is included in a team member, the same number of team names as the number of specific characters will be suggested in turns 4 to 7.
[0339] Furthermore, the scenario event with event ID=0006 that appears in the 10th turn is a story event. In this story event, a story is played in which the player is asked to select a team name. In this case, a total of five team names are provided: four team names suggested by four specific characters, plus a preset default team name.
[0340] If the team members do not include a specific character and no team names are proposed in turns 4 through 7, the only team name the player can choose from in turn 10 is the default team name. In this case, the player must select the default team name. Also, for example, if two team names are proposed in turns 4 through 7, the player can select one of three team names: the two proposed team names and the default team name.
[0341] The team name selected by the player in the 10th turn is registered as the official team name and will be used in various situations thereafter until the end of the main training game. Note that at a predetermined timing before the end of the main training game, a benefit corresponding to the registered team name may be granted to the player. Benefits granted to the player include, for example, the acquisition of skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, and the acquisition of in-game currency.
[0342] In this way, scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, as well as specific character events that are replaced in turns 4 through 7, are all scenario-specific events. Scenario IDs are linked to and managed with the event IDs that can appear. Therefore, scenario events and specific character events that appear in turns 4 through 7 and turn 10 are linked only to scenario ID 1.
[0343] According to the event determination table, special events with event IDs 1001 and 1002 will appear in the second and eighth turns, respectively. Also, according to the event determination table, whether or not special events will appear in the third to seventh, ninth, eleventh, and twelfth turns, and which special events will appear, are determined by lottery.
[0344] Here, the special events are different for each character. Also, the relationship between the number of turns and the special events that appear is set for each character. Therefore, the turn in which the special events appear and the special events that appear in each turn will differ depending on the character registered as the main character.
[0345] Furthermore, the event determination table is set so that whether or not a support event will appear in a given turn, and the content of the support event that will appear, are determined by lottery, as shown in Fig. 36. Note that for support events as well, the event ID that can be won by lottery may be different for each turn, or may be the same for all turns.
[0346] In the lottery that determines whether a support event will appear, the probability of determining "appearance" is not affected by the registered support cards. In other words, the probability of determining that a support event will appear in each turn is the same regardless of which support cards are registered. On the other hand, when a support event is determined to "appear," the content of the support event is determined, and at this time, the probability of determining the content of the support event varies depending on the registered support cards.
[0347] Specifically, when the "appearance" of a support event is determined, the event IDs of the support events that can appear in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.
[0348] The extracted event IDs may include both the event ID of a support event linked to a registered support card and the event ID of a support event not linked to a registered support card. In this case, the lottery table sets the winning probability of the event ID of a support event linked to a registered support card higher than the winning probability of the event ID of a support event not linked to a registered support card. This makes the appearance probability of a support event linked to a registered support card higher than that of other support events.
[0349] In this way, in each turn, the probability of a support event occurring is not affected by the registered support card, but the content of the support event that occurs is affected by the registered support card.
[0350] However, the probability of a support event occurring or the content (type) of the support event that occurs may vary depending on the registered support card. In other words, the number or occurrence probability of events that occur during the training main game may differ depending on the registered support card.
[0351] In addition, whether or not a team member event will occur in each turn is determined by lottery. Team member events determined by lottery are limited to special training events. Special training events will be described in detail below.
[0352] Fig. 37A is a third diagram illustrating game screen 210. Fig. 37A shows a case where a training event appears in the turn. In this case, event notification display 227 is displayed in training operation section 216 of game screen 210, as shown in Fig. 37A.
[0353] 37B is a third diagram illustrating training screen 220. When training operation unit 216 on game screen 210 is operated, training screen 220 is displayed on display 26. When a training event occurs corresponding to a character displayed in placed character icon 228 on training screen 220, event notification display 227 is displayed on placed character icon 228 of the corresponding character.
[0354] Also, as shown in FIG. 37B, a bond gauge 228a and a special icon 228b are displayed for each character icon 228 of a character placed in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually indicates the value of the bond parameter.
[0355] Additionally, the special icon 228b indicates the number of times that a training event has been executed for the character of the corresponding team member. As will be described in detail later, the special icon 228b is displayed in a display mode that corresponds to the number of times that a training event has been executed for the character of the arranged character icon 228 on which the special icon 228b is displayed.
[0356] 38A is a diagram illustrating a training event execution / non-execution decision table. When it is determined that a team member is assigned to each training item, whether or not a training event will be executed is determined by lottery for each team member assigned to each training item based on the training event execution / non-execution decision table shown in FIG. 38A. Hereinafter, a team member for whom it has been determined that a training event will be executed is also referred to as a team member to be trained.
[0357] Specifically, as shown in FIG. 38A, the probability of selecting whether or not to execute a special training event is set based on the value of the bond parameter of the team member being trained. Here, the selection probability is set so that the larger the value of the bond parameter, the more likely it is that the special training event will be selected. Note that the number of special training events that can appear is equal to the number of team members who win the lottery. However, there may be a limit on the number of team members who can appear simultaneously for one training item.
[0358] FIG. 38B is a diagram illustrating the special icon determination table. The special training event includes a "success" execution pattern and a "great success" execution pattern. When the fifth special training event is executed for each training target team member, the special training event is always executed in the "great success" execution pattern. On the other hand, when a special training event other than the fifth is executed for each training target team member, the special training event is always executed in the "success" execution pattern. In other words, for one training target team member, the special training event can be executed in the "great success" execution pattern only once. Note that the event notification display 227 may be displayed in different ways depending on the content of the special training event to be executed (the "success" execution pattern or the "great success" execution pattern) and the number of team members for whom it has been decided that the special training event will be executed.
[0359] As shown in Figure 38B, if the number of times the training event has been carried out for each training target team member is 0 to 4, i.e., if the training event has not yet been carried out in the "great success" execution pattern, the special icon 228b will be displayed in a larger size the more times the training event has been carried out.
[0360] Whether the training event will have a "great success" or "success" execution pattern may be determined by lottery. In this case, the lottery probability may be set so that the more times the training event is carried out for the team member being trained, the more likely the "great success" execution pattern will be selected. In this case, the larger the size of the special icon 228b, the more likely the "great success" execution pattern will be selected, and therefore the special icon 228b indicates the likelihood of the "great success" execution pattern being selected.
[0361] Furthermore, after a training event has been executed with the execution pattern of "great success", that is, when the number of times the training event has been executed for the team member to be trained is 5 or more, a special icon 228b is displayed in a larger size than when the number of times the training event has been executed for the team member to be trained is 0 to 4. Furthermore, as shown in FIG. 38B, a suggestion display a is displayed indicating that the training event has been executed with the execution pattern of "great success".
[0362] Furthermore, when a training event occurs and the execution pattern of the training event is "successful," the ability parameters of the team member being trained and the ability parameters of the main character increase within a predetermined range. Furthermore, when the execution pattern of the training event is "great success," the ability parameters of the team member being trained and the ability parameters of the main character increase more than the predetermined range.
[0363] Furthermore, as shown in FIG. 37B, when it is decided to carry out a training event, a bonus icon 228c indicating the value by which the ability parameter of the main character will increase as a result of the training event is displayed in the status display section 213 of the training screen 220.
[0364] 38C is a diagram illustrating a bonus icon determination table. The bonus icon 228c is displayed in different sizes depending on the value by which the main character's ability parameter increases as a result of the special training event. Here, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is between 20 and 39 than when it is between 0 and 19. Also, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is 40 or more than when it is between 20 and 39.
[0365] 39A is a diagram illustrating a bonus fixed value (main character) table. When the above-mentioned training event is executed, the value (bonus fixed value) by which the ability parameter of the main character is increased by the special training event is determined according to the number of team members for whom the special training event is decided to be executed. Here, as shown in FIG. 39A, the value (bonus fixed value) by which the ability parameter of the main character is increased by the special training event is set to be larger the greater the number of team members for whom the special training event is decided to be executed.
[0366] FIG. 39B is a diagram illustrating the bonus addition value (main character) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed bonus value described above, the value by which the main character's ability parameter increases due to the training event with the execution pattern of "great success" (bonus addition value) is determined. Here, as shown in FIG. 39B, the value by which the main character's ability parameter increases (bonus addition value) is set according to the training specialty of the team member for whom the training event is executed with the execution pattern of "great success." In other words, the value by which the main character's ability parameter increases due to the training event is the sum of the fixed bonus value and the bonus addition value described above.
[0367] FIG. 40A is a diagram illustrating a fixed increase value (training target) table. When the above-mentioned training event is executed, the value (fixed increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 40A, a range of values (fixed increase value) by which the ability parameter of the training target team member is increased is set depending on the type of training executed. Here, a value (fixed increase value) within the range set in FIG. 40A is determined by lottery.
[0368] FIG. 40B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed increase value described above, the value (bonus increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 40B, the value (bonus increase value) by which the ability parameter of the training target team member is increased is set according to the special training of the training target team member for whom the training event is executed with the execution pattern of "great success."
[0369] When a training event is executed in the "great success" execution pattern, an additional increase event may be executed to increase the ability parameters of the team member being trained and the ability parameters of the main character, depending on the number (number of times) of training events in the "great success" execution pattern executed simultaneously. For example, the greater the number (number of times) of training events in the "great success" execution pattern executed simultaneously, the greater the increase in the ability parameters of the team member being trained and the ability parameters of the main character.
[0370] As described above, when a training event occurs, the ability parameters of the main character and the training team members increase. Note that if the main character or the training team members are specific characters, a predetermined addition rate may be added to the fixed increase value or bonus increase value. In other words, if the main character or the training team members are specific characters, the ability parameters increase more significantly than if they are not specific characters.
[0371] As described above, in the training main game, the player can increase the number of team members as the turn progresses. Furthermore, the player can increase the ability parameters of the main character and team members as the turn progresses. The ability parameters increase as a result of successful training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus value is added.
[0372] Furthermore, although detailed explanation is omitted, if the main character or support character is a specific character, a predetermined bonus value is added when a power event occurs. Therefore, by registering a specific character as the main character or support character, the player can advance the training main game to an advantage.
[0373] Furthermore, if a team member includes a specific character, a specific character event will occur in the branching turn. Therefore, by registering a specific character as a main character or support character, the player can broaden their options during the game and increase the interest of the game.
[0374] In the main character training game, the game ends when all turns are completed. If the character fails to achieve the goal set for each character during the game, the game ends at that point.
[0375] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information about the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0376] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, and the like at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character competes in a race in a team competition game or another racing game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time the training game ends.
[0377] 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.
[0378] Fig. 41A is a first diagram illustrating the training completion screen 330. Fig. 41B is a second diagram illustrating the training completion screen 330. Fig. 41C 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. 41A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in Fig. 41B, the evaluation points are displayed.
[0379] 41C, 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.
[0380] When the training game ends, a lottery is held to determine the factors that the main character will acquire, and the factor information is linked to the training character and stored. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 330.
[0381] The training character generated as described above can compete in various races outside of the training game. In this embodiment, the racing games in which the training character can compete include a team competition game, a practice match, a room match, a daily race, and an event race.
[0382] (Team competition game) Fig. 42A is a diagram illustrating a racing game selection screen 400. Fig. 42B is a diagram illustrating a team competition game screen 400A. When the racing game selection operation unit 102d is tapped, the racing game selection screen 400 shown in Fig. 42A is displayed. The racing game selection screen 400 displays a team competition game selection operation unit 401a, a practice race selection operation unit 401b, a daily race selection operation unit 401c, and a race event selection operation unit 401d.
[0383] When the team competition game selection operation unit 401a is tapped, a team competition game screen 400A shown in FIG. 42B is displayed. On the team competition game screen 400A, a formation selection operation unit 403, a team competition game start operation unit 404, and a return operation unit 405 are displayed. When the return operation unit 405 is tapped, the screen transitions to the racing game selection screen 400 shown in FIG. 42A. When the formation selection operation unit 403 is tapped, a team formation screen 410 is displayed on the display 26.
[0384] FIG. 42C is a diagram illustrating a team organization screen 410. On the team organization screen 410, a player can organize a team to be used in a team competition game. The team competition game includes five types of races: short distance races, mile races, middle distance races, long distance races, and dirt races. Each race is played in a format where a team organized by the player (hereinafter referred to as the player's team) competes against an opponent team selected by the player (hereinafter referred to as the opposing team). In all five types of races, the team to which the training character belongs that comes in first place wins. If the player's team has more wins than the opposing team, the player wins.
[0385] On the team formation screen 410, the player can form a short distance team for short distance races, a mile team for mile races, a middle distance team for middle distance races, a long distance team for long distance races, and a dirt team for dirt races. The maximum number of training characters that can be registered to each team is three. The player can register training characters that he or she has trained to the team. Hereinafter, training characters registered to a team will be referred to as registered characters.
[0386] 42C, character icons 411 corresponding to registered characters are displayed for each team on team organization screen 410. When a character icon 411 is tapped, the registered character corresponding to the tapped character icon 411 becomes provisionally selected, and a character-to-be-trained list screen 420 is displayed on display 26.
[0387] 42D is a diagram illustrating the development character list screen 420. On the development character list screen 420, the player can select a registered character. Specifically, an image of the development character in a provisionally selected state and an ability parameter display field 421 are displayed at the top of the development character list screen 420. The ability parameter display field 421 displays the ability parameters of the development character in a provisionally selected state.
[0388] Furthermore, a development character icon 422 corresponding to a development character owned by the player is displayed below the ability parameter display field 421. When a development character icon 422 is tapped, the development character corresponding to the tapped development character icon 422 becomes provisionally selected. In this way, when the provisionally selected development character is changed, the display in the ability parameter display field 421 also changes at the same time.
[0389] A decision operation unit 423 is provided on the development character list screen 420. When the decision operation unit 423 is tapped after a development character different from the registered character is provisionally selected on the development character list screen 420, the registered character is changed. When the registered character is changed, the team organization screen 410 shown in FIG. 42C is displayed. At this time, a character icon 411 corresponding to the changed registered character is displayed on the team organization screen 410.
[0390] The team formation screen 410 is provided with a confirmation operation section 412. When the registered character has not been changed, the confirmation operation section 412 is displayed grayed out, as shown in FIG. 42C. In this state, operations on the confirmation operation section 412 are invalid. On the other hand, when the registered character has been changed, operations on the confirmation operation section 412 are valid. When the confirmation operation section 412 accepts an operation, the change to the registered character is confirmed.
[0391] A return operation unit 405 is provided on the team organization screen 410 and the training character list screen 420. When the return operation unit 405 is tapped on the team organization screen 410, a team competition game screen 400A shown in FIG. 42B is displayed. When the return operation unit 405 is tapped on the team competition game screen 400A after a registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the registered character remains unchanged and the team organization screen 410 is displayed.
[0392] Furthermore, when the return operation unit 405 is tapped on the development character list screen 420, the development character list screen 420 shown in Fig. 42C is displayed. Note that if the return operation unit 405 is tapped on the development character list screen 420 when a registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the registered character is not changed, and the team organization screen 410 is displayed.
[0393] Furthermore, when the character icon 411 is pressed and held on the team formation screen 410, and when the development character icon 422 is pressed and held on the development character list screen 420, the character details dialog 185A is displayed on the display .
[0394] 42B, when the team competition game start operation unit 404 is tapped, an opposing team selection screen 440 is displayed. As will be described in detail later, when the team competition game start operation unit 404 is tapped, opposing teams are extracted in the server 1000.
[0395] FIG. 43A is a diagram illustrating a competing team selection screen 440. Competing team icons 441 corresponding to the competing teams are displayed on the competing team selection screen 440. Here, three competing teams are extracted in the server 1000. Therefore, three competing team icons 441 are displayed on the competing team selection screen 440. The competing team icons 441 indicate the team's overall evaluation score and a rank corresponding to the overall evaluation score. The overall evaluation score is calculated by adding up the evaluation scores and various aptitudes of all registered characters organized into the team.
[0396] In the server 1000, opposing teams are extracted based on the total evaluation score of the currently set player team. Here, one team is extracted from each of the following: a team with a score higher than the total evaluation score of the player team within a first range (for example, a range of +8000 points to +10000 points), a team whose difference from the total evaluation score of the player team is within a second range (for example, a range of -2000 points to +2000 points), and a team with a score lower than the total evaluation score of the player team within a third range (for example, a range of -8000 points to -10000 points). Note that the teams extracted as opposing teams at this time are the teams currently set as the player teams by other players.
[0397] Additionally, character images of the leaders of the five teams corresponding to the five races are displayed in the opposing team icons 441. On the team organization screen 410, the registered character corresponding to the character icon 411 displayed at the top of each team becomes the leader.
[0398] Furthermore, a reload operation unit 442 is provided at the bottom of the opposing team selection screen 440. When the reload operation unit 442 is tapped, the server 1000 extracts three opposing teams again, and the opposing team icon 441 is changed. When the return operation unit 405 is tapped on the opposing team selection screen 440, a team competition game screen 400A shown in FIG. 42B is displayed. When any of the opposing team icons 441 is tapped on the opposing team selection screen 440, a start confirmation screen 450 is displayed.
[0399] FIG. 43B is a diagram illustrating a start confirmation screen 450. The start confirmation screen 450 displays team icons 451 showing characters participating in each of five race categories: short distance race, mile race, middle distance race, long distance race, and dirt race. A team icon 451 is provided for each of the player team and opposing teams. Here, the team icon 451 of the player team is displayed on the left side of the start confirmation screen 450, and the team icon 451 of the opposing team is displayed on the right side of the start confirmation screen 450.
[0400] Furthermore, a return operation unit 405 and a start operation unit 452 are provided at the bottom of the start confirmation screen 450. When the return operation unit 405 is tapped, a team competition game screen 400A shown in FIG. 42B is displayed. However, even if the screen transitions to the team competition game screen 400A, the player cannot cancel the opponent team once selected. Therefore, when the return operation unit 405 is tapped on the start confirmation screen 450, the opponent team is saved. Then, when the team competition game start operation unit 404 is tapped on the team competition game screen 400A with the opponent team saved, the start confirmation screen 450 shown in FIG. 43B is displayed again.
[0401] When the start operation section 452 is tapped on the start confirmation screen 450, a result list screen 460 is displayed.
[0402] Fig. 43C is a first diagram illustrating the result list screen 460. Fig. 43D is a second diagram illustrating the result list screen 460. As with the start confirmation screen 450, on the result list screen 460, team icons 451 are displayed for each race event, and the team icon 451 of the race for which the race results are to be displayed is highlighted. In Fig. 43C, the team icon 451 of the first race, which is displayed at the top, is highlighted.
[0403] At the bottom of the result list screen 460, there are provided a race video playback selection section 461 and a result display selection section 462. When the race video playback selection section 461 is tapped, the race video of the highlighted race is played. Furthermore, when the playback of the race video ends, as shown in FIG. 43D, it is clearly displayed whether the player's team won or lost. Furthermore, when the result display selection section 462 is tapped, the race video is not played, and only the race results are displayed, as shown in FIG. 43D. When the race results are displayed, the finishing order of each registered character that ran is displayed in the team icon 451.
[0404] In the team competition game, the above-mentioned five races are run, but the order in which they are run is determined randomly by lottery. The race results for each race (the ranking of the characters to be trained and the win / loss results for each race) are derived in the order determined by lottery. When the results of the five races are displayed on the result list screen 460, the overall race result screen 470 is displayed.
[0405] 44 is a diagram illustrating the overall race result screen 470. At the top of the overall race result screen 470, character images of the leaders of each of the five races are displayed, and below that, the team wins and losses and the overall race points of the player's team are displayed. Although a detailed explanation will be omitted, in a team competition game, race points are determined for each registered character that competes in a race according to preset point awarding conditions.
[0406] For example, the point awarding conditions may be various conditions that are met during a race, such as finishing order or the number of skills activated during the race. Furthermore, for example, a point awarding condition may be set in which race points are awarded at a specific timing during a race based on the ranking of characters with the same running style. Race points are determined for each registered character, and event-specific race points are calculated for each race event by adding up the race points of all registered characters who competed in the same race event. The race points of all registered characters are then added up, and total race points are calculated by adding up predetermined bonus points and the like.
[0407] The condition for awarding bonus points may be, for example, a consecutive win bonus, in which bonus points are awarded according to the number of consecutive wins a team has. Alternatively, for example, a leader bonus may be awarded based on the race points of the registered character of the leader of each team. Alternatively, for example, an opponent bonus may be awarded based on the overall evaluation score of the opposing team. Alternatively, for example, a support cheer bonus may be awarded based on the level of a support card possessed by a player.
[0408] When a team competition game is played, a reward may be awarded to the player. The reward awarded to the player is displayed on the overall race result screen 470. When a team competition game is played, the registered characters that compete in the race acquire fans. If the player belongs to a club, the total number of fans acquired by each registered character is added to the number of fans of the club. The overall race result screen 470 displays the number of fans of the club and the number of fans acquired in the current team competition game.
[0409] Additionally, for each registered character that ran in the race, an icon representing that registered character, the finishing order, the number of fans acquired, and a meter showing the affection level are displayed at the bottom of the overall race result screen 470. Note that although only five registered characters are shown in Figure 44, the player can view information on all registered characters by scrolling the screen up and down.
[0410] In a team competition game, the registered character who has earned the most race points is selected as the MVP. On the overall race result screen 470, an icon with the word "MVP" written on it is superimposed on the icon of the registered character who has won the MVP award.
[0411] Additionally, a race result display icon 471a and a score display icon 471b are provided on the overall race result screen 470. When the race result display icon 471a is tapped, a result list screen 460 shown in Fig. 43D is displayed. When the score display icon 471b is tapped, a score list screen 480 is displayed.
[0412] FIG. 45 is a diagram illustrating a score list screen 480. The score list screen 480 displays a score display field 481 for each registered character that has run in a race. The score display field 481 identifiably displays an icon corresponding to the registered character, the training rank, and the race event in which the character has run. The registered character's nickname and character name are also displayed. The score display field 481 then displays the race points earned by the registered character.
[0413] Furthermore, on the score list screen 480, a score display field 481 is displayed in descending order of the registered characters' acquired race points. The score display field 481 displays a meter 481a that indicates the maximum race points acquired by a registered character, i.e., the percentage of race points acquired by other registered characters when the race points acquired by the registered character displayed at the top is taken as 100.
[0414] In addition, a details icon 481b is provided near the race points in the score display field 481. When the details icon 481b is tapped, a score details screen (not shown) is displayed. The score details screen displays a breakdown of the race points, i.e., detailed information indicating which point awarding conditions were achieved to earn the race points.
[0415] Returning to Figure 44, a retry operation unit 472a and a next operation unit 472b are provided at the bottom of the overall race result screen 470. When the retry operation unit 472a is tapped, competing teams are reselected, and the competing team selection screen 440 shown in Figure 43A is displayed. When the next operation unit 472b is tapped, the team competition game ends, and the team competition game screen 400A shown in Figure 42B is displayed.
[0416] As described above, in a team competitive game, a player can organize a team using characters that they have trained and compete against teams organized by other players. The total race points earned in these matches are used to compete for rankings with other players, which motivates the player to train stronger characters.
[0417] Furthermore, the player can easily check characters with high race points on the score list screen 480. This makes it easier for the player to understand how to organize a team in order to acquire race points, improving convenience and increasing motivation to play the game.
[0418] In a training game, in order to train a stronger character, it is necessary to select more appropriate support cards and successor characters. Therefore, it is desirable for the player to collect information for training a stronger character. In this embodiment, in a team competitive game, by pressing and holding the team icon 451 of the opposing team displayed on the result list screen 460, the character details dialog 185A of the registered character of the opposing team can be viewed.
[0419] This allows a player to, for example, check the inheritance information and training information of a training character with a high evaluation point, and then train a training character similar to the registered character of the opposing team. However, training characters with high evaluation points do not necessarily have a high winning rate in a team competitive game, and it is difficult to obtain information for organizing an optimal team. When it becomes difficult to obtain appropriate information, players lose motivation to play the game.
[0420] Therefore, in this embodiment, a player can participate in a practice match in which a character trained by another player runs. In this practice match, the player can enter a character that the player owns or a character trained by another player in a race of their choice and check the race results. This makes it easier for the player to obtain information for training a stronger character. The practice match will be described below.
[0421] (Practice match) FIG. 46A is a diagram illustrating a practice match top screen 500. When the practice race selection operation unit 401b is tapped on the racing game selection screen 400 shown in FIG. 42A, an exhibition selection screen (not shown) is displayed. On the exhibition selection screen, the player can select a practice match or a room match. When a practice match is selected on the exhibition selection screen, the practice match top screen 500 shown in FIG. 46A is displayed.
[0422] The player can set various race conditions such as the course, the characters to be trained to participate in the race, etc. from the practice match top screen 500. When the course selection operation unit 501 is tapped on the practice match top screen 500, a race condition setting screen (not shown) is displayed.
[0423] FIG. 47 is a diagram explaining race conditions. The player can set the race conditions as desired on the race condition setting screen. Specifically, the player can select the course to race on from existing courses, or can set it individually. The player can also set the number of participants to between 11 and 18. The player can also set the season to one of the following: random, spring, summer, fall, or winter. If random is selected, the season is determined randomly by lottery at the start of the race.
[0424] The player can also set the weather and conditions to either random or one of the 12 patterns shown in the figure. If random is selected, the weather and conditions are determined randomly by lottery at the start of the race. The player can also set the condition to either random or one of the five patterns shown in the figure. If random is selected, the condition is determined randomly by lottery at the start of the race. If a pattern other than random is selected, the condition of all characters participating in the race is uniformly set to the selected condition. The player can also set the strength of the NPC to one of the five patterns shown in the figure.
[0425] FIG. 46B is a diagram illustrating the participating character setting screen 510. When the race conditions are set on the race condition setting screen, the participating character setting screen 510 is displayed on the display 26. The participating character setting screen 510 displays a character setting tab 511, a reset operation unit 512, a start operation unit 513, a training member display operation unit 514, and a return operation unit 515. The same number of character setting tabs 511 as the number of participants set on the race condition setting screen are displayed. When the participating character setting screen 510 starts to be displayed, all character setting tabs 511 are displayed blank. When a character setting tab 511 is tapped, the participating character selection screen 520 is displayed.
[0426] FIG. 46C is a first diagram illustrating the race character selection screen 520. FIG. 46D is a second diagram illustrating the race character selection screen 520. On the race character selection screen 520, the player can select a training character to participate in the practice match. Specifically, an image of the training character in a provisionally selected state and an ability parameter display field 521 are displayed at the top of the race character selection screen 520. The ability parameter display field 521 displays the ability parameters of the training character in a provisionally selected state.
[0427] Furthermore, a development character icon 522 corresponding to a development character possessed by the player is displayed below the ability parameter display field 521. When a development character icon 522 is tapped, the development character corresponding to the tapped development character icon 522 becomes provisionally selected. In this way, when the provisionally selected development character is changed, the display in the ability parameter display field 521 is also changed at the same time.
[0428] Furthermore, the race character selection screen 520 is provided with a return operation unit 523 and a next operation unit 524. When the return operation unit 523 is tapped, the race character setting screen 510 shown in FIG. 46B is displayed. In this case, the temporarily selected training character is discarded. When the next operation unit 524 is tapped, the temporarily selected training character is set as the race character. In this case, the screen transitions from the race character selection screen 520 to the race character setting screen 510. At this time, as shown in FIG. 46B, information about the training character set as the race character is displayed in the character setting tab 511.
[0429] Furthermore, the race character selection screen 520 is provided with a My Character display tab 525 and a Rental Character display tab 526. When the My Character display tab 525 is tapped, a training character icon 522 corresponding to a training character owned by the player is displayed, as shown in Fig. 46C. On the other hand, when the Rental Character display tab 526 is tapped, a training character icon 522 corresponding to a friend's representative character or a character registered as a practice partner, which will be described later, is displayed, as shown in Fig. 46D.
[0430] A player can arbitrarily select multiple characters to participate in a practice match from among the characters he or she has trained, his or her friend's representative character, and practice partners. Then, when a specific number of characters (two or more) are set as characters to participate in the practice match, the practice match can be executed. The specific number of characters can be any one or a combination of characters trained by the player himself or herself, his or her friend's representative character, and practice partners. In this way, on the character to participate selection screen 520, the player can enter characters trained by other players in the practice match in addition to the characters he or she owns.
[0431] Note that the character detail dialog 185A described above is displayed when the development character icon 522 is pressed and held on the race character selection screen 520. Therefore, the player can also check detailed information about the development character from the race character selection screen 520.
[0432] As described above, the player can individually select the number of training characters to be entered in the practice match on the participating character selection screen 520, in the number of runners. When the reset operation unit 512 shown in FIG. 46B is tapped, the training characters that have been set as characters to enter the practice match are discarded. When the start operation unit 513 is tapped after the number of training characters set in the number of runners is reached, the practice match begins. When the return operation unit 515 is tapped, the set training characters are discarded, and the race condition setting screen is displayed.
[0433] As described above, it is cumbersome to individually set the number of training characters to be entered in the practice match for each runner. Therefore, in this embodiment, a practice member registration function is provided that registers a practice member including multiple training characters and reads out the registered practice members as training characters to be entered in the practice match. When the practice member display operation unit 514 is tapped on the participating character setting screen 510, a practice member selection screen 530 is displayed.
[0434] FIG. 48 is a diagram illustrating the practice member selection screen 530. As will be described in detail later, the player can register all the characters who have participated in a practice match as practice members at once. The practice member selection screen 530 displays a practice member display field 531. The practice member display field 531 is displayed for each registered practice member. The practice member display field 531 displays an icon corresponding to the characters included in the practice members. When this icon is pressed and held, the character details dialog 185A is displayed in the same manner as above.
[0435] Furthermore, when the practice member display field 531 is tapped, the practice member corresponding to the practice member display field 531 is provisionally selected. When a practice member is provisionally selected, when the select operation unit 532 provided on the practice member selection screen 530 is tapped, the training characters included in the provisionally selected practice members are set as characters to run in the practice match. More specifically, all training characters that make up the practice members are set as characters to run. In this case, the screen transitions from the practice member selection screen 530 to the running character setting screen 510. When the return operation unit 533 provided on the practice member selection screen 530 is tapped, the provisionally selected practice members are discarded, and the running character setting screen 510 is displayed.
[0436] 46A, the practice match top screen 500 has a practice member operation section 502, a practice partner operation section 503, and a saved race operation section 504. When the practice member operation section 502 is tapped, a practice member list screen (not shown) is displayed. The practice member list screen displays a list of registered practice members.
[0437] Furthermore, as described above, this embodiment is provided with a practice partner registration function that enables a player to register a training character trained by another player, such as a friend, as a practice partner. The training characters of other players registered as practice partners by the practice partner registration function are displayed on the race character selection screen 520.
[0438] FIG. 49A is a first diagram illustrating a practice partner screen 540. FIG. 49B is a second diagram illustrating the practice partner screen 540. FIG. 49C is a fourth diagram illustrating a character detail dialog 185A. When the practice partner operation unit 503 is tapped on the practice match top screen 500 shown in FIG. 46A, the practice partner screen 540 is displayed. The practice partner screen 540 includes a practice partner list screen 540a and a practice partner search screen 540b. When transitioning to the practice partner screen 540, the practice partner list screen 540a is displayed on the display 26.
[0439] The practice partner screen 540 is provided with a list tab 541a and a search tab 541b. When the list tab 541a is tapped, a practice partner list screen 540a is displayed, and when the search tab 541b is tapped, a practice partner search screen 540b is displayed. The practice partner list screen 540a displays an information display field 542 for each character currently registered as a practice partner (hereinafter referred to as a partner character).
[0440] The information display field 542 displays the partner character's character image, evaluation points, rank, character name, ability parameters, and the player name of the player who trained the partner character. Furthermore, if another player has a predetermined relationship with the player, such as a follower, information indicating the relationship with the player is displayed. For example, the information display field 542 displayed at the top of FIG. 49A displays "Follow." This indicates that the partner character was trained by the player who is set as a follower.
[0441] A cancel operation section 543 is provided below the information display field 542. The player can cancel the registration of a partner character by tapping the cancel operation section 543. When a close operation section 544 provided on the practice partner screen 540 is tapped, the practice partner screen 540 is closed and the screen transitions to the practice match top screen 500.
[0442] As shown in FIG. 49B , the practice partner search screen 540b is provided with an input field 545a in which a partner ID can be input and a search operation unit 545b. As will be described in detail later, a partner ID is assigned to a training character that one player has permitted another player to register as a practice partner. When the input field 545a is tapped, an input screen (not shown) in which numbers can be input is displayed. A partner ID can be input into the input field 545a by operating the input screen. When the search operation unit 545b is tapped with a partner ID entered into the input field 545a, information about the training character to which the partner ID has been assigned is displayed in the information display field 542.
[0443] Furthermore, the practice partner search screen 540b is provided with a circle tab 546a and a recommendation tab 546b. When the circle tab 546a is tapped, information about the representative characters of other players who belong to the same circle as the player is displayed in the information display field 542. When the recommendation tab 546b is tapped, information about the development characters owned by other players is displayed in the information display field 542 according to predetermined search conditions. Note that the search conditions are not particularly limited, and for example, development characters owned by friends may be searched for.
[0444] The practice partner search screen 540b is provided with a reload operation section 547. When the reload operation section 547 is operated, for example, the search conditions are changed and a search is performed again.
[0445] When information display field 542 is tapped on practice partner screen 540, character details dialog 185A is displayed as shown in Fig. 49C. Character details dialog 185A displayed at this time is the same as that displayed when team icon 451 of an opposing team is pressed and held on result list screen 460 (see Fig. 43D) displayed in a team competition game, for example.
[0446] Here, the character details dialog 185A is displayed both when a character raised by the player himself is selected and when a character raised by another player is selected. In this case, different icons are displayed in the character details dialog 185A depending on whether the character was raised by the player himself or another player.
[0447] Specifically, a partner registration icon 186c is displayed in the character details dialog 185A for a character trained by another player. By tapping the partner registration icon 186c, the player can register the character trained by another player as a partner character.
[0448] In contrast, a share icon (not shown) is displayed in the character details dialog 185A for a character that has been raised by the player himself / herself. The share icon is provided so that other players can register the character as a practice partner.
[0449] Returning to FIG. 46B , when start operation unit 513 is tapped on race character setting screen 510 with all race characters set as described above, a practice match begins. When start operation unit 513 is tapped, a race simulation result is derived based on the ability parameters of the race characters, etc. Then, a race video is played based on the derived simulation result. As with the team competition game described above, in a practice match, the player can select whether to play back the race video or display only the race results.
[0450] FIG. 50A is a diagram illustrating a practice match result screen 550. When playback of the race video ends or an operation input to display the race results is performed, the practice match result screen 550 shown in FIG. 50A is displayed. As shown, the finishing order of the participating characters is displayed on the practice match result screen 550. When a next operation unit 551 provided on the practice match result screen 550 is tapped, a practice member registration screen 560 is displayed.
[0451] FIG. 50B is a diagram illustrating the practice member registration screen 560. The top row of the practice member registration screen 560 displays icons for all the characters who participated in the current practice match, i.e., all of the training characters included in the current practice members. The practice member registration screen 560 also displays a practice member display field 561. The practice member display field 561 is displayed for each registered practice member. The practice member display field 561 displays icons corresponding to the training characters included in the practice members. When this icon is pressed and held, the character details dialog 185A is also displayed, as described above.
[0452] Furthermore, the practice member display field 561 is provided with a save operation section 561a. When the save operation section 561a is tapped, the currently registered practice member is overwritten with the current practice member. Specifically, in FIG. 50B, the practice member display field 561 shown in the upper row corresponds to the currently registered first practice member, and the practice member display field 561 shown in the lower row corresponds to the currently registered second practice member different from the first practice member. When the save operation section 561a provided in the upper practice member display field 561 is tapped, the current practice member is registered as a new first practice member. Similarly, when the save operation section 561a provided in the lower practice member display field 561 is tapped, the current practice member is registered as a new second practice member.
[0453] In this way, after the practice match ends and practice match result screen 550 is displayed, the player can register the practice members used in this practice match. Then, when close operation unit 562 provided on practice member registration screen 560 is tapped, practice member registration screen 560 is closed and race result save dialog 570 is displayed.
[0454] FIG. 50C is a diagram illustrating the race result save dialog 570. The race result save dialog 570 is provided with an end button 571 and a save race result button 572. The race result save dialog 570 also displays a message indicating that the race results can be saved. When the save race result button 572 is tapped, the race results of this practice match are saved.
[0455] The player can repeatedly check the saved race results by tapping the saved race operation section 504 on the practice match top screen 500 shown in FIG. 46A. Here, the race results include information about the participating characters, simulation results, etc., and the player can check only the race results or play back the race video. Note that if the end button 571 is tapped in the race result save dialog 570, the race results of this practice match are discarded and the practice match top screen 500 is displayed.
[0456] As described above, by playing a practice match, a player can obtain information for developing a stronger character. Furthermore, since a practice match allows characters developed by other players to compete against each other, a player does not need to possess a strong character. Therefore, there is no bias in the information obtained among players, and all players can obtain the necessary information equally.
[0457] (Room Match) In this embodiment, a room match is also provided as a race in which a character trained by a player can compete. A room match is a competitive race in which a character trained by a player competes against characters trained by multiple other players.
[0458] In this embodiment, each player can enter multiple competitive races. Here, "entering" a competitive race is broadly divided into "hosting" and "participating." "Hosting" means that the player himself / herself hosts a competitive race. "Participating" means that the player takes part in a competitive race hosted by another player.
[0459] "Participating" includes "running," in which a player enters their own training character in a competitive race held by another player, and "watching," in which a player simply watches a competitive race held by another player without entering their own training character. Here, when a player "hosts" a competitive race, the player must enter their own training character in that race. However, even when "hosting" a competitive race, the player may be able to choose between "running" and "watching."
[0460] Fig. 51A is a diagram illustrating the room match top screen 600. As described above, when the practice race selection operation unit 401b is tapped on the racing game selection screen 400 shown in Fig. 42A, an exhibition selection screen (not shown) is displayed. When a room match is selected on the exhibition selection screen, the room match top screen 600 shown in Fig. 51A is displayed.
[0461] The room match top screen 600 has an EVENT tab 601a, a PARTICIPATION tab 601b, and an ENTRY INFORMATION tab 601c. The EVENT tab 601a is an operation unit for holding a head-to-head race, and when the EVENT tab 601a is operated, an EVENT RACE SELECTION screen 600A shown in FIG. 51B is displayed.
[0462] FIG. 51B is a diagram illustrating the to-be-held race selection screen 600A. The to-be-held race selection screen 600A displays a plurality of available race images 602 indicating the types of races that can be held. The available race images 602 display information about the race. For each race, the race name, course, track, distance, maximum number of participants, etc. are set in advance. When an available race image 602 is tapped on the to-be-held race selection screen 600A, the tapped race becomes provisionally selected. Then, when a race is provisionally selected, tapping the start button 603 displayed on the to-be-held race selection screen 600A determines that the provisionally selected race is the to-be-held race.
[0463] In the following, the player who hosts a competitive race will be referred to as the host player, and the competitive race that the host player hosts will be referred to as the hosted race. Also, a player who participates in a competitive race hosted by another player will be referred to as a guest player.
[0464] FIG. 51C is a diagram illustrating the mode selection screen 600B. When an event race is selected on the event race selection screen 600A, the mode selection screen 600B is displayed. In this embodiment, two event race modes are provided: a simple mode and a detailed mode. The simple mode is a mode in which the event conditions, which are an overview of the event race, and the race conditions, such as the conditions of the event race, are set to pre-prepared default conditions. On the other hand, the detailed mode is a mode in which the event conditions and race conditions can be set arbitrarily by the player.
[0465] A simple mode selection operation section 604a and a detailed mode selection operation section 604b are displayed on mode selection screen 600B. When simple mode selection operation section 604a is tapped, simple mode is provisionally selected, and when detailed mode selection operation section 604b is tapped, detailed mode is provisionally selected. Then, when a mode is provisionally selected and start button 605 displayed on mode selection screen 600B is tapped, the provisionally selected mode is finally confirmed.
[0466] FIG. 52 is a diagram illustrating the simple mode. When the simple mode is officially selected, a simple mode setting screen (not shown) is displayed. The player can enter a room name and a message on the simple mode setting screen. The room name and message are information that can be viewed when searching for competitive races in which other players are participating. Note that the simple mode setting screen initially sets the room name to "Now accepting room match participants" and the message to "Thank you for your cooperation." The player can edit and register these room names and messages on the simple mode setting screen.
[0467] Here, the number of participants, start time, whether spectators are allowed, and private slots are set as conditions for holding a race.
[0468] The number of participants is the number of training characters who will be competing in the race. If the number of training characters registered to compete in the race is less than the number of participants, NPCs will be added to make up the difference. Therefore, a competitive race in a room match will always be run with the set number of participants. However, a competitive race may also be run with only the training characters entered by the player. Furthermore, if the number of training characters registered to compete is less than a predetermined number, the race may be canceled.
[0469] Each type of race that can be held has a specified number of participants. When simple mode is selected, a predetermined specified number for each type of race that can be held is set as the number of participants.
[0470] The start time is information indicating the time when the race will begin. More precisely, the start time is information indicating the time when the race results will be derived. Here, the start time is set to the time until the race results are derived, i.e., the remaining time. Once the start time is set, the remaining time is subtracted as time passes, and the race results are derived when the remaining time reaches 0. Note that a start time may be set instead of the start time, and the race results may be derived when the start time arrives. Also, the start time may be set, or the start time may not be set, depending on the type of race. When simple mode is selected, "30 minutes later" is set as the start time. In the following, the start time may be described as the remaining time.
[0471] The "Spectator" setting indicates whether or not a third party who is not participating in the race is permitted to watch or view the race. When simple mode is selected, the "Spectator" setting is set to "Permitted," allowing third parties to watch the race.
[0472] A private slot is a race slot reserved for players who have a specific relationship with the host player. Although a detailed explanation will be omitted, examples of players who have a specific relationship include players who the host player has set as friends such as followers, and players who belong to the same circle as the host player.
[0473] For example, suppose that the private slots are set to "3" in a competitive race with 18 participants. In this competitive race, a maximum of 15 training characters owned by players who do not have a predetermined relationship with the host player can participate. In this way, the private slots are set to reserve slots for players who have a predetermined relationship with the host player. Note that when simple mode is selected, the private slots are set to "0."
[0474] In addition, race conditions are set for each race, including season, weather, condition, motivation, and training rank.
[0475] The season can be spring, summer, autumn, or winter, and the set season can affect the race results. In other words, the season is one of the parameters that determine the race results. Each race type has a set season, and when simple mode is selected, a predetermined set season is set for each race type of the race held.
[0476] Weather and conditions refer to the weather and track conditions at the time of the race, and the set weather and conditions affect the race results. In other words, weather and conditions are one of the parameters that determine the race results. If simple mode is selected, weather and conditions are determined randomly by lottery at the start of the race. Note that weather and conditions may also be determined at a predetermined time before the start of the race, rather than at the start of the race.
[0477] Motivation is the "condition" of a character participating in a race, and like the training game described above, there are five stages: "great condition," "good condition," "average condition," "poor condition," and "terrible condition." Motivation is calculated as a variable in the ability parameters of a character participating in a race, and therefore affects the race results. When simple mode is selected, motivation is determined randomly by lottery at the start of the race. Motivation may also be determined at a predetermined time before the start of the race, rather than at the start of the race. Motivation may also be determined for each character participating in a race, or the determined motivation may be set uniformly for all characters.
[0478] The training rank is a parameter that classifies the abilities of a character and is derived based on ability parameters, etc. In the held races, the player can set the training rank of characters that can compete in the competition races to a predetermined rank or higher. However, if the simple mode is selected, the training rank is set to "no designation." This "no designation" means that characters of all training ranks can compete in the held races.
[0479] As described above, when simple mode is selected, the event conditions and race conditions are set to the initial conditions. When a race is set to be held in simple mode, the host player can change the room name and message after the race, but cannot change the event conditions or race conditions.
[0480] FIG. 53 is a diagram illustrating the detailed mode. When the detailed mode is finally selected, a detailed mode setting screen (not shown) is displayed. The player can input a room name and a message on the detailed mode setting screen. Note that the detailed mode setting screen also initially sets the room name to "Now accepting room match participants" and the message to "Thank you for your cooperation." The player can edit and register these room names and messages on the detailed mode setting screen.
[0481] In the advanced mode, the player can set the above-mentioned conditions as desired. Specifically, the player can set the number of participants to between 11 and 18. The player can also select the start time from 30 minutes, 1 hour, 3 hours, 6 hours, 12 hours, or 24 hours. The player can also select whether or not to allow spectators to watch the race from "Allow" or "Not Allowed." If "Not Allowed" is selected, third parties will not be able to watch or view the race. The player can also select the private slot from 0 to within the range of the number of participants previously selected.
[0482] In the advanced mode, the player can set the race conditions as desired. Specifically, the player can set the season to one of the following: random, spring, summer, fall, or winter. If random is selected, the season is determined randomly by lottery at the start of the race, just as in the simple mode.
[0483] The player can also set the weather and conditions to either random or one of the 12 patterns shown in the figure. If random is selected, the weather and conditions will be randomly determined by lottery at the start of the race, just like in simple mode.
[0484] The player can also set the motivation to either random or one of the five patterns shown. If random is selected, the motivation is randomly determined by lottery at the start of the race, just like in simple mode. If a pattern other than random is selected, the motivation of all participating characters is uniformly set to the selected motivation.
[0485] The player can also select the development rank of the characters that can participate in the races that are held. Here, the development rank of the characters that can participate in the races can be set to one of the illustrated ranks.
[0486] As described above, when various settings are completed on the simple mode setting screen or the detailed mode setting screen, a room match race character selection screen 610 is displayed on the display 26. On the room match race character selection screen 610, the host player can select a character to be trained to run in the held race.
[0487] FIG. 54A is a diagram illustrating a room match race character selection screen 610. As shown in FIG. 54A, the room match race character selection screen 610 displays character icons 611 corresponding to the characters trained by the player. When a character icon 611 is tapped, the training character corresponding to the character icon 611 is provisionally selected, and the ability parameters of the training character are displayed in an ability parameter display field 612. The player can check the ability parameters displayed in the ability parameter display field 612 and select the training character to race.
[0488] When a selection operation unit 613 displayed on the room match race character selection screen 610 is operated with any character being temporarily selected, a strategy selection tab 615 is displayed on the display 26 .
[0489] FIG. 54B is a diagram illustrating the strategy selection tab 615. In the strategy selection tab 615, the player can set a strategy for the character being trained. A cancel operation section 616a and an update operation section 616b are displayed below the strategy selection tab 615. When the cancel operation section 616a is operated, the room match participating character selection screen 610 is displayed, and when the update operation section 616b is operated, the entry information screen 610A is displayed.
[0490] FIG. 54C is a diagram illustrating the entry information screen 610A. The entry information screen 610A displays a race character information tab 617. The race character information tab 617 lists information related to the development character selected by the player. Here, the player can enter up to three development characters in one held race. Three race character information tabs 617 are displayed on the entry information screen, and when one development character is selected, information related to the development character is listed in the race character information tab 617 located at the top, as shown in FIG. 54C.
[0491] Then, when the race character information tab 617, which does not contain information related to a training character, is tapped, the indoor match race character selection screen 610 shown in FIG. 54A is displayed, and a training character can be added in the same manner as described above. The entry information screen 610A is provided with a confirm button 618, and when the confirm button 618 is operated, the registration procedure for holding a competitive race in an indoor match is completed. In other words, when the confirm button 618 is operated, the holding conditions of the competitive race to be held, the race conditions, the characters participating in the held race, and the strategies of the characters are confirmed.
[0492] When the registration procedure for holding a competitive race is completed, a race ID is issued by the server 1000. A race ID is assigned for each competitive race, and a room is created by the server 1000 upon issuance of the race ID. The term "room" refers to an ID that can link and manage multiple player IDs to run a room match, a storage area on the server 1000, and data. From the player's perspective, the room can also be considered a virtual space where characters and players participating in the competitive race gather. In this embodiment, one competitive race is run in one room, so the race ID can be considered synonymous with the room ID. When the room is created, a waiting room screen 620 is displayed on the display 26 of the host player who held the competitive race.
[0493] FIG. 54D is a diagram illustrating a waiting room screen 620 for the host player. As shown in FIG. 54D, the waiting room screen 620 displays the room name set by the host player, an image of the training character participating in the competition race, and the race ID. A copy button 621 is provided near the race ID. Although a detailed explanation will be omitted, when the copy button 621 is operated, the race ID is copied. By copying the race ID, a player can easily communicate the race ID to other players using functions inside or outside the game app.
[0494] Furthermore, a return operation section 622a and a start operation section 622b are provided on the host player's waiting room screen 620. When the return operation section 622a is operated, the screen transitions to a predetermined screen such as the home screen 100 or the room match top screen 600.
[0495] The time remaining until the start of the competitive race is displayed near the start operation unit 622b. The start operation unit 622b is enabled on the player terminal 1 of the host player regardless of the remaining time. When the start operation unit 622b is operated, the competitive race can be started regardless of the remaining time. More precisely, by operating the start operation unit 622b, the host player can derive the race results of the race being held without waiting for the start time. When the race results are derived, a race screen is played back and displayed on the display 26.
[0496] When the entry information tab 601c is operated on the room match top screen 600 shown in FIG. 51A, a list of currently entered competitive races is displayed. The waiting room screen 620 is redisplayed by tapping on the competitive race displayed at this time. Therefore, after registering the holding of a competitive race, the host player can hold the held race at any timing while checking the participation status of other players, etc.
[0497] Furthermore, the waiting room screen 620 is provided with a details display button 623. When the details display button 623 is operated, a race details screen 630 is displayed on the display .
[0498] FIG. 55 is a diagram illustrating the race details screen 630. The race details screen 630 displayed on the player terminal 1 of the host player displays the conditions for holding the battle race, the race conditions, etc. Furthermore, the host player can edit the room name and message on the race details screen 630. That is, the host player can change the room name and message for the held race on the race details screen 630 after the fact. Note that, although the host player cannot change the holding conditions or the race conditions after the fact, it is also possible to make it possible to change either or both of the holding conditions and the race conditions after the fact.
[0499] The race details screen 630 is provided with a return operation section 630a, a decision operation section 630b, and a cancellation operation section 630c. When the return operation section 630a is operated, the screen transitions to a predetermined screen, such as the waiting room screen 620 or the room match top screen 600. Furthermore, the decision operation section 630b becomes active when a room name or message is entered. When the decision operation section 630b is operated, the changed room name or message is registered.
[0500] The host player can also cancel a running race by operating the stop operation unit 630c. However, a running race can only be canceled up to 15 minutes before the start. Therefore, when there are 15 minutes or more remaining until the start of the running race, the stop operation unit 630c is enabled, and when there are less than 15 minutes remaining, the stop operation unit 630c is disabled.
[0501] As described above, once a race ID is issued and a competitive race is scheduled, other players will begin to be accepted to participate. The following describes the operations required to participate as a guest player in a competitive race held by another player.
[0502] 51A is an operation section for participating in a battle race held by another player. When the participation tab 601b is operated, a room search screen 640 is displayed.
[0503] FIG. 56A is a diagram illustrating a room search screen 640. The room search screen 640 displays a list of a predetermined number of randomly extracted rooms, i.e., scheduled competitive races that can be participated in. Specifically, the room search screen 640 displays a competitive race information interface 640a corresponding to the competitive races extracted by the search. The competitive race information interface 640a displays various information such as the room name, whether or not a private slot is set, whether or not spectators are allowed, the race type, the number of characters currently registered to participate in the race compared to the number of participants, and the time remaining until the competitive race begins.
[0504] The room search screen 640 also has an input field 640b in which a race ID can be input, and a search start button 640c. When the search start button 640c is operated after a race ID is input into the input field 640b, a competition race information interface 640a corresponding to the input race ID is displayed. When the search start button 640c is operated without inputting a race ID into the input field 640b, a search condition input screen (not shown) is displayed. Search conditions can be input on the search condition input screen, and competition races that match the search conditions can be searched for.
[0505] For example, when the battle race information interface 640a is pressed and held on the room search screen 640, detailed information about the battle race is displayed. When the battle race information interface 640a is tapped, the battle race is selected.
[0506] A race reservation operation section 641a and a race spectator reservation operation section 641b are provided on the room search screen 640. When a race is selected and the race reservation operation section 641a is operated, a registration procedure is initiated to allow a character to race as a guest player in the selected race.
[0507] In the registration procedure for allowing a character to race as a guest player, similar to the registration procedure for hosting a competitive race by the host player, a room match participating character selection screen 610 shown in FIG. 54A, a strategy selection tab 615 shown in FIG. 54B, and an entry information screen 610A shown in FIG. 54C are displayed. Like the host player, the guest player can determine the character and strategy to be entered in the competitive race. Then, when the enter button 618 is operated on the entry information screen 610A, the registration procedure for "racing" as a guest player is completed, and the guest player waiting room screen 620 is displayed.
[0508] FIG. 56B is a diagram illustrating a waiting room screen 620 for a guest player. As shown in FIG. 56B, the waiting room screen 620 for a guest player displays the room name, information about the characters scheduled to participate in the battle race decided by the guest player, and the like. The waiting room screen 620 for a guest player also has a return operation unit 622a and a start operation unit 622b. When the return operation unit 622a is operated, the screen transitions to a predetermined screen such as the home screen 100 or the room match top screen 600.
[0509] The remaining time until the head-to-head race starts is displayed near the start operation unit 622b. On the player terminal 1 of the guest player, the start operation unit 622b is disabled until the start time arrives. The start operation unit 622b is enabled when the start time arrives, and when the enabled start operation unit 622b is operated, a race screen for the head-to-head race is displayed.
[0510] It should be noted that a details display button 624 is provided on the waiting room screen 620 for the guest player. When the details display button 624 is operated, the screen transitions to a race details screen 630 on which detailed information about the battle race is displayed. On the race details screen 630 displayed on the player terminal 1 of the guest player, participation in the battle race can be canceled. Although a detailed explanation will be omitted, a guest player can cancel participation in the battle race up until 15 minutes before the start of the battle race. However, the guest player may also be able to cancel participation in the battle race regardless of the remaining time.
[0511] Furthermore, when a race is selected and the viewing reservation operation unit 641b is operated, a reservation is made to view the selected race. When a viewing reservation is made, information about the characters scheduled to run is displayed on the waiting room screen 620. In this case, the waiting room screen 620 also has a start operation unit 622b, which makes it possible to view the race screen when the start time arrives. Furthermore, the guest player can cancel viewing the race from the waiting room screen 620.
[0512] As described above, in this embodiment, a room match allows a training character to compete in a competitive race held between multiple players, or the player can watch the race.
[0513] (Daily Race) Furthermore, in this embodiment, daily races are provided as races in which the player can enter the characters that he or she has trained. Daily races are races in which the player enters the characters that he or she has trained in order to win predetermined rewards. Daily races can be run by consuming daily tickets. A predetermined number of daily tickets (for example, three tickets) are distributed to the player every day. Therefore, the player can run the daily races the number of times equal to the number of daily tickets that are distributed.
[0514] However, players can purchase daily tickets by spending in-game currency. By purchasing daily tickets, players can participate in more daily races than the number of daily tickets distributed in a day.
[0515] FIG. 57A is a diagram illustrating a daily race screen 650. When the daily race selection operation unit 401c is tapped on the racing game selection screen 400 shown in FIG. 42A, the daily race screen 650 is displayed. A daily race selection field 651a is displayed on the daily race screen 650. Here, a total of two race events, a first daily race and a second daily race, are provided as daily races, and a daily race selection field 651a is displayed for each race event.
[0516] The rewards that the player can obtain differ between the first daily race and the second daily race. The daily race selection field 651a displays an icon indicating the reward that can be obtained from the daily race. The daily race selection field 651a also displays the race name, track, and distance. The daily race screen 650 is provided with a return operation unit 651b, and when the return operation unit 651b is tapped, the racing game selection screen 400 is displayed.
[0517] Here, the first daily race and the second daily race share the same daily ticket. Therefore, the player can select either the first daily race or the second daily race within the range of daily tickets they have. However, the first daily race and the second daily race may each have their own dedicated ticket.
[0518] FIG. 57B is a diagram illustrating the difficulty level selection screen 650A. When any of the daily race selection fields 651a is tapped, the difficulty level selection screen 650A shown in FIG. 57B is displayed. Three difficulty level selection fields 652 are displayed on the difficulty level selection screen 650A. The first daily race and the second daily race each have three difficulty levels: hard, normal, and easy. The three difficulty level selection fields 652 correspond to hard, normal, and easy, respectively.
[0519] The player can select one training character to enter in a daily race. In this case, the higher the player's training character finishes, the more rewards the player can earn. Also, the higher the difficulty level of the selected daily race, the more rewards the player can earn. When any of the difficulty level selection fields 652 is tapped, a play mode selection screen 650B is displayed.
[0520] 57C is a diagram illustrating a play mode selection screen 650B. A cancel operation unit 653a, a decision operation unit 653b, and a skip operation unit 653c are provided on the play mode selection screen 650B. When the cancel operation unit 653a is tapped, a difficulty level selection screen 650A shown in FIG. 57B is displayed.
[0521] Here, the daily race has two play modes: normal mode and skip mode. When the decision operation unit 653b is tapped, the daily race is executed in normal mode, and when the skip operation unit 653c is tapped, the daily race is executed in skip mode. The normal mode is a play mode in which the daily race is executed one at a time. When the normal mode is selected, it is possible to play back the race video for one daily race, or to display only the race results without playing back the race video.
[0522] In contrast, skip mode is a play mode in which the daily race is run once or multiple times at once. In skip mode, race videos cannot be played back, and the race results of multiple daily races are displayed. When the decision operation unit 653b or skip operation unit 653c is tapped, a daily race character selection screen 650C shown in FIG. 57D is displayed.
[0523] FIG. 57D is a diagram illustrating a daily race character selection screen 650C. The daily race character selection screen 650C displays character icons 654 corresponding to the characters trained by the player. When a character icon 654 is tapped, the character corresponding to the character icon 654 is provisionally selected, and the ability parameters of that character are displayed in an ability parameter display field 655. The player can check the ability parameters displayed in the ability parameter display field 655 and select the character to race.
[0524] When a training character is provisionally selected and the selection operation unit 656 displayed on the daily race character selection screen 650C is operated, the screen transitions as follows depending on the selected play mode. Specifically, when the selection operation unit 656 is operated with the normal mode selected, an item selection screen (not shown) is displayed. On this item selection screen, an item to be used in the daily race can be selected. This item can, for example, increase the parameters of the player's training character participating in the daily race. Thereafter, when a predetermined operation is performed on the item selection screen, the player can select either playing a race video or displaying the race results.
[0525] On the other hand, when the selection operation unit 656 is operated while the skip mode is selected, a skip setting screen 660 is displayed.
[0526] FIG. 58A is a diagram illustrating a skip setting screen 660. The skip setting screen 660 is provided with a skip count input interface 661. The skip count input interface 661 displays a numerical value with the number of daily tickets held by the player as the denominator and the number of skips as the numerator. In the skip count input interface 661, the number of skips can be increased by tapping the right side of the numerical value, and the number of skips can be decreased by tapping the left side of the numerical value.
[0527] A cancel operation section 653a and a decision operation section 653b are displayed on the skip setting screen 660. When the cancel operation section 653a is tapped, a daily race character selection screen 650C is displayed. When the decision operation section 653b is tapped, a skip result display screen 670 is displayed.
[0528] FIG. 58B is a first diagram illustrating the skip result display screen 670. FIG. 58C is a second diagram illustrating the skip result display screen 670. FIG. 58D is a third diagram illustrating the skip result display screen 670. The skip result display screen 670 first displays the race results of the first daily race. Here, the finishing order is displayed below the character image of one of the trained characters that ran in the daily race. The skip result display screen 670 also displays the rewards won in this daily race.
[0529] Furthermore, when an operation input is made to the skip result display screen 670 in the state shown in FIG. 58B, the race results of the second daily race are displayed on the skip result display screen 670, as shown in FIG. 58C. In this way, the skip result display screen 670 displays the race results for each of the multiple daily races in order. Then, when the race results are displayed for the number of skips, a list of the rewards won in all the daily races that have been run is displayed, as shown in FIG. 58D. At this time, an end operation unit 671 is displayed on the skip result display screen 670. When the end operation unit 671 is tapped, the screen transitions to a predetermined screen, such as the difficulty level selection screen 650A.
[0530] In this embodiment, race events are held irregularly. During the period in which a race event is held, a race event selection operation unit 401d is enabled on the racing game selection screen 400 shown in FIG. 42A. The player can play the race event by tapping the race event selection operation unit 401d.
[0531] The content of the race events varies, but for example, the player can enter a trained character in a Legend Race as a race event. In the Legend Race, an NPC stronger than the NPCs competing in the Hard Daily Race is set. By coming in first in the Legend Race, the player can earn a predetermined reward.
[0532] Like the daily races, special tickets for the Legend Races are distributed every day during the race event. Players can use the special tickets to play the Legend Races. The basic content of the races is the same as the daily races, so a detailed explanation will be omitted here.
[0533] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game and team competition game will be described.
[0534] (Functional Configuration of Player Terminal 1) 59 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.
[0535] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a training completion processing program 702, and a team competition game execution program 703. Note that the programs listed in Figure 59 are just examples, and the terminal-side game control program includes many other programs.
[0536] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to games such as training games and team competition games (hereinafter referred to as game information) is stored in the game information storage area 751.
[0537] Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as the training game. Therefore, all information related to the training characters trained in the training game is stored in the game information storage unit 751. Also, for example, information about the player or other players, setting information of the player terminal 1, and other information other than game information are all considered to be player information. The player information is stored in the player information storage unit 750.
[0538] 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 execution unit 701a, a training completion processing unit 702a, and a team competition execution unit 703a.
[0539] 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, a training completion processing program 702, and a team competition game execution program 703, causing them to function as a training game execution unit 701a, a training completion processing unit 702a, and a team competition execution unit 703a, respectively.
[0540] 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.
[0541] 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.
[0542] 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.
[0543] The team competition execution unit 703a performs processing that allows players to organize teams and displays various screens in the team competition game.
[0544] (Functional configuration of server 1000) 60 is a diagram illustrating the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0545] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, and a team competition game execution program 1103. Note that the programs listed in Figure 60 are just examples, and the server-side game control program includes many other programs.
[0546] 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.
[0547] 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, a training game termination processing unit 1102a, and a team competition game execution unit 1103a.
[0548] 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, a training game termination processing program 1102, and a team competition game execution program 1103, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, and a team competition game execution unit 1103a, respectively.
[0549] 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.
[0550] The training game execution unit 1101a executes all processing related to the training game.
[0551] 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.
[0552] The team competition game execution unit 1103a simulates the results of each race in the team competition game and derives the results of the race, i.e., the win / loss outcome for each race and the win / loss outcome for the team. The team competition game execution unit 1103a also calculates the race points of the registered characters, the race points for each race, and the total race points for the team.
[0553] 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.
[0554] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0555] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 61 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).
[0556] 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).
[0557] 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.
[0558] 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.
[0559] Fig. 62 is a first flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. Fig. 63 is a second flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. Fig. 64 is a third flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1).
[0560] When the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation to switch the screen display is input (YES in P6-2), the training game executing unit 701a switches the display screen of the display 26 (P6-13).
[0561] Furthermore, when a selection operation (tapping on the character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-4) and switches the display screen (P6-13).
[0562] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game execution unit 701a provisionally registers the character provisionally stored in P6-4 as the main character (P6-6). Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-7), and switches the display screen (P6-13).
[0563] Also, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game execution unit 701a switches the display screen of the display 26 (P6-13).
[0564] Here, display switching operations on the inheritance character selection screen 170 or the development character list screen 180 include tapping the skill display button 172 shown in FIG. 10B, long pressing the development character icon 182, and tapping the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, development information display tab 188c, and close operation section 188d in the character details dialog 185A shown in FIG. 15.
[0565] For example, when the skill display button 172 is tapped on the training character list screen 180, the training game executing unit 701a displays the skill display dialog 185B on P6-13. Also, when the training character icon 182 is pressed and held on the training character list screen 180, the training game executing unit 701a displays the character details dialog 185A on P6-13. Note that when the nickname change button 186a, memo input button 186b, skill display tab 188a, inheritance information display tab 188b, training information display tab 188c, or close operation unit 188d is tapped on the character details dialog 185A, the screen corresponding to each operation unit is switched.
[0566] Furthermore, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-10), the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inherited character (P6-11) and switches the display screen (P6-13).
[0567] Furthermore, when a determination operation (tap on the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game executing unit 701a displays the support card organization screen 190 on the display 26 (P6-13).
[0568] Also, when the support card selection screen 200 is being displayed (YES at P6-14 in Figure 63) and a selection operation (tap on the card icon 201 of the support card) is input on the support card selection screen 200 (YES at P6-15), the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-16) and switches the display screen (P6-17).
[0569] Also, when the support card organization screen 190 is being displayed (YES in P6-18) and a display switching operation to switch the screen display is input (YES in P6-19), the training game execution unit 701a switches the display screen of the display 26 (P6-20).
[0570] Also, when the preset selection screen 205A is being displayed (YES at P6-21 in FIG. 64) and a display switching operation to switch the screen display is input (YES at P6-22), the training game execution unit 701a switches the display screen of the display 26 (P6-25).
[0571] Furthermore, when a selection operation (tap on the select operation unit 206c) is input on the preset selection screen 205A (YES in P6-23), the training game execution unit 701a temporarily stores the reservation selection information corresponding to the preset for which the selection operation input was made (P6-24) and switches the display screen (P6-25).
[0572] Also, if the final confirmation screen 205 is being displayed (NO in P6-21) and a display switching operation to switch the screen display is input (YES in P6-26), the training game executing unit 701a switches the display screen of the display 26 (P6-27).
[0573] Furthermore, when a confirmation operation (tap on the start operation unit 205b) is input on the final confirmation screen 205 (YES in P6-28), the training game executing unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30) (P6-29). If the game points are equal to or greater than the predetermined value (YES in P6-29), the training game executing unit 701a transmits confirmation information to the server 1000 (P6-30).
[0574] The confirmation information includes information identifying the provisionally registered main character, successor character, and support card. Upon receiving the confirmation information, the server 1000 determines whether to permit execution of the training main game using the provisionally registered main character, successor character, and support card in the preparation stage process (S6).
[0575] After transmitting confirmation information (P6-30) at the player terminal 1, when permission information is received (YES at P6-31), the training game executing unit 701a registers the main character provisionally registered at P6-6 above (P6-32). The training game executing unit 701a also registers the training character provisionally stored as the inherited character at P6-11 above and the support card provisionally stored at P6-16 above into the deck.
[0576] 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 (P6-33). The training game executing unit 701a also sets initial character identification information (P6-34). The training game executing unit 701a also registers the preset reservation selection information temporarily stored in P6-24 above (P6-35). The training game executing unit 701a also displays the game screen 210 on the display 26 (P6-36).
[0577] 65 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 main character selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).
[0578] If there is no abnormality in the main character 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 main character, etc., it is determined that there is an abnormality.
[0579] 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).
[0580] 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).
[0581] 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).
[0582] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the main character, inherited characters, and support cards, and if the organizational conditions for using other players' representative characters 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 main character, inherited characters, and support cards, or if the organizational conditions for using other players' representative characters are not met, the training game executing unit 1101a sets non-permission information (S6-14) and causes the player terminal 1 to receive it.
[0583] Returning to FIG. 61, when the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, for ease of understanding, the following description will be given assuming that all processing is performed in the training stage process (P7) in the player terminal 1. However, some or all of the processing in the training stage process (P7) described below may be performed in the training stage process (S7) in the server 1000.
[0584] 66 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of a turn.
[0585] 67 is a flowchart illustrating the process at the start of a turn in the player terminal 1. The training game executing unit 701a updates the current number of turns stored in the game information storage unit 751 (P10-1). The training game executing unit 701a also references the selection item table (FIG. 24) stored in the data storage area 12b, and determines whether the current turn is a turn in which only individual races can be selected (individual race-only turn) (P10-2).
[0586] If it is an individual race-only turn (YES in P10-2), in other words, if a race that can be run in that turn is set as the target race, the training game execution unit 701a sets the target race as a selectable item that the player can select (P10-3) and proceeds to P13. As a result, in that turn, the player can only operate the individual race operation unit 219 and the skill operation unit 217, and operation of the other operation units is restricted.
[0587] If it is not an individual race limited turn (NO in P10-2), the training game executing unit 701a sets all items as selectable items that the player can select (P10-4). Then, the training game executing unit 701a executes a placement process (P11), a numerical value determination process (P12), and an event determination process (P13) in that order.
[0588] It is assumed here that the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1. However, some or all of the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. Also, some of the processing described below in the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. When the above processing is executed on the server 1000, the player terminal 1 performs the processing based on information received from the server 1000.
[0589] 68 is a flowchart illustrating the placement process in the player terminal 1. The training game executing unit 701a references the character identification information table (FIGS. 22 and 23) and extracts all characters registered as team members (P11-1). Then, the training game executing unit 701a selects, from the team members extracted in P11-1, characters for which the processes of P11-3 to P11-7 described below have not been executed, as target characters for executing the processes (P11-2).
[0590] The training game executing unit 701a also refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 above (P11-3). The training game executing unit 701a also sets a placement presence / absence table (FIG. 33) based on the character identification information confirmed in P11-3 above (P11-4). The training game executing unit 701a also determines by lottery whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).
[0591] If "place" is determined (YES in P11-6), the training game executing unit 701a determines and stores the training item for placing the target character (P11-7). If processing has not been completed for all of the team members extracted in P11-1 above (NO in P11-8), the training game executing unit 701a repeats the processing from P11-2 until processing has been completed for all team members. On the other hand, when processing has been completed for all team members (YES in P11-8), the training game executing unit 701a ends the placement processing and executes the numerical value determination processing (P12).
[0592] 69 is a flowchart illustrating the numerical value determination process in the player terminal 1. The training game executing unit 701a sets a processing target item for which the processes of P12-2 to P12-9 described below have not been executed from among the training items "Speed," "Stamina," "Power," "Spirit," and "Wisdom" (P12-1).
[0593] The training game executing unit 701a also determines and stores the failure rate when training is performed for the processing item set in P12-1 based on the current physical strength of the main character (P12-2).The training game executing unit 701a also determines and stores the decrease value of physical strength when training is performed for the processing item set in P12-1 (P12-3).
[0594] Furthermore, the training game executing unit 701a checks the current team ranking (P12-4), and determines the training level based on the team ranking with reference to the training level table (FIG. 34A) (P12-5).
[0595] The training game executing unit 701a also refers to the fixed increase value table (FIGS. 34B and 34C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6).The training game executing unit 701a also checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).
[0596] Then, the training game executing unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 34D) based on the arrangement information confirmed in P12-7 (P12-8). Also, the training game executing unit 701a updates the increase value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).
[0597] Furthermore, if the processes of P12-2 to P12-9 have not been completed for all training items (NO in P12-10), the training game executing unit 701a repeats the process from P12-1. On the other hand, if the processes have been completed for all training items (YES in P12-10), the training game executing unit 701a ends the numerical value determination process and executes the event determination process (P13).
[0598] 70 is a flowchart illustrating the event determination process in the player terminal 1. The training game executing unit 701a loads the current number of turns (P13-1). The training game executing unit 701a also references the event occurrence determination table stored in the data storage area 12b and determines whether or not to cause a scenario event to occur (P13-2). If it is determined that a scenario event should occur, that is, if it is a scenario event occurrence turn (YES in P13-2), the unit determines and stores the content of the scenario event (event ID) based on the event content determination table (P13-3).
[0599] Specifically, the training game execution unit 701a generates a lottery table based on the event content determination table and the event IDs of possible scenario events.The training game execution unit 701a then uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery.If the determined scenario event is an event that changes a parameter, such as an ability event, the change value is determined.
[0600] The training game executing unit 701a also refers to the event occurrence determination table to determine whether or not to cause a special event to occur (P13-4). If it is determined that a special event should occur, that is, if it is a special event occurrence turn (YES in P13-4), it determines and stores the content (event ID) of the special event based on the event content determination table (P13-5).
[0601] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible dedicated events.The training game executing unit 701a then uses the generated lottery table to determine the content of the dedicated event, i.e., the event ID, by lottery.If the determined dedicated event is an event that changes a parameter, such as a skill event, the change value is determined.
[0602] Furthermore, if the main character is a specific character, the training game executing unit 701a executes a parameter change process (P13-6) that changes the change value of a parameter that changes due to a special event. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined multiplier is multiplied. Here, the change value is changed to be advantageous to the player. As a result, if the main character is a specific character, the parameter will be changed more advantageously due to a special event.
[0603] Furthermore, the training game executing unit 701a refers to the event appearance determination table to determine whether or not to make a support event appear (P13-7). If it is determined that a support event should appear, that is, if it is a support event appearance turn (YES in P13-7), it determines and stores the content of the support event (event ID) based on the event content determination table (P13-8).
[0604] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible support events. At this time, the winning probability of the support event linked to the registered support card is set higher than the winning probability of other support events. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.
[0605] Furthermore, when the main character or the support character linked to the support event is a specific character, the training game executing unit 701a executes a parameter change process (P13-9) that changes the change value of a parameter that changes depending on the support event.
[0606] The training game executing unit 701a also refers to the event appearance determination table to determine whether or not to cause a team member event to appear (P13-10). If it is determined that a team member event should appear, that is, if it is a team member event appearance turn (YES in P13-10), the training game executing unit 701a determines whether the current turn is a branching turn (P13-11).
[0607] If it is not a branching turn (NO in P13-11), the training game executing unit 701a determines and stores the training event corresponding to the current turn number as the event to be generated based on the event content determination table (P13-12). Here, various increase values related to the training event are determined.
[0608] Furthermore, when the main character or the character to be trained is a specific character, the training game executing unit 701a executes a parameter change process (P13-13) that changes the change value of a parameter that changes depending on the training event.
[0609] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game executing unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each turn. Then, if the predetermined condition is met (YES in P13-14), the training game executing unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Note that the specific character event to be replaced may be determined by lottery, or a specific character event set in advance for each turn may be determined.
[0610] Furthermore, the training game executing unit 701a performs a hint event determination process for each character placed in the training (P13-16). Here, whether or not to cause a hint event to appear is determined by lottery for each character placed in the training. Furthermore, if a hint event is to appear, it is determined which hint event to cause to appear.
[0611] Returning to Figure 67, the training game executing unit 701a updates the screen displayed on the display 26 (P10-5). Also, if a story event is to occur at the start of the turn, the story event is generated from among the events determined in P13 (P10-6).
[0612] Returning to FIG. 66, if it is not the start of the turn (NO in P7-1), the training game executing unit 701a executes the process during the turn (P20).
[0613] 71 is a flowchart illustrating processing during a turn in the player terminal 1. The training game executing unit 701a determines whether the result operating unit 253 or the race operating unit 254 on the individual race start screen 250 has been operated to start an individual race (P20-1). If the individual race has started (YES in P20-1), the training game executing unit 701a derives the results of the individual race, updates parameters related to the race results, and stores them in the game information storage unit 751 (P20-2).
[0614] Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of each of the NPC and main character, and the ranking in the individual race is determined based on the calculation result. The calculation formula may be set differently for each race. For example, multiple patterns of NPC ability parameters may be provided for each race, and the ability parameters to be used may be determined by lottery. In other words, even if the ability parameters, acquired skills, and races entered by the main character are exactly the same, the race results may not necessarily be the same. Furthermore, multiple patterns of calculation formulas, such as weighting, may be provided for each race, and the results may vary depending on the selected calculation formula.
[0615] Here, it is assumed that the individual race results are derived in the player terminal 1. However, the individual race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting the derivation of the individual race results and information necessary to derive the individual race results. The player terminal 1 may then receive the individual race results derived by the server 1000.
[0616] Furthermore, the training game executing unit 701a executes a race result display process to display the individual race result screen 260 or the race video on the display 26 based on the individual race results derived in P20-2 (P20-3).
[0617] Furthermore, the training game executing unit 701a calculates the number of fans to be newly acquired based on the race results, and adds this to the number of fans that have been acquired so far (P20-4).
[0618] The training game executing unit 701a also determines whether the result operation unit 291 or the race operation unit 292 on the team race start screen 290 has been operated to start the team race (P20-5). If the team race has started, the process proceeds to P20-6, and if the team race has not started, the process proceeds to P20-11.
[0619] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-6). Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined based on the calculation result. Note that the calculation formula may be set differently for each race. Also, for example, multiple patterns of NPC ability parameters may be set for each race, and which ability parameter will be used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the m...
Claims
1. a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; The computer executes the following: Information processing program.
2. The process of deriving the overall game result includes: a process of calculating a total point in one specific game based on the predetermined parameters and deriving the total point as the overall game result; causing the computer to further perform a process of ranking a plurality of players based on the total points of the specific game; The information processing program according to claim 1 .
3. The process of deriving the individual game results for each type of game includes: deriving the individual game results for the plurality of types of games in a predetermined order; 3. The information processing program according to claim 1.
4. An information processing method performed by a computer, comprising: The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; To carry out the Information processing methods.
5. one or more computers; The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; To carry out the Game device.
6. one or more computers; The computer a process for allowing a player to select a character to be used in each of a plurality of types of games in a specific game including the plurality of types of games; a process of setting the character selected by the player for each type of game; a process of deriving an individual game result, which is a game result of the type of game, for each type of game; A process of determining a predetermined parameter associated with the character used in the type game; a process of ranking the plurality of characters used in the specific game by a player's selection based on the predetermined parameters; a process of deriving an overall game result, which is the game result of the specific game, based on the individual game results of each of the plurality of type games or the predetermined parameters; To carry out the Information processing system.
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