Non-transitory computer-readable storage medium, information processing method, information processing system
The system simplifies command selection in training games by allowing provisional selection and prioritization of commands that update parameters, enhancing player motivation and engagement.
Patent Information
- Application Number
- JP2024203169
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-21
- Publication Date
- 2026-01-08
AI Technical Summary
The increasing number of commands in training games reduces player motivation due to the time required for selection, leading to a decrease in gameplay engagement.
Implement a system allowing provisional selection of first-type commands with identifiable display of second-type commands that activate utilities, enabling prioritization and execution based on these commands to update associated parameters.
Enhances player motivation by simplifying command selection and streamlining gameplay processes, thereby increasing engagement.
Smart Images

Figure 2026002732000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] BACKGROUND ART Conventionally, as shown in Patent Document 1, a training game is known in which parameters linked to a character to be trained are updated. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-70268 Summary of the Invention [Problem to be solved by the invention]
[0004] The player progresses through the training game by selecting one of a number of different commands. However, as the number of commands increases, it takes a long time to select a command, which can reduce the player's motivation to play.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can increase a player's motivation to play. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of distinguishably displaying the second type command identified with respect to the first type command in the provisionally selected state; a process of updating the parameters associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of making the utility executable based on the second-type command for which the selection operation is input when the selection operation is input for the second-type command; The computer performs the following.
[0007] The process of identifiably displaying the identified second type command includes: Displaying a plurality of the second type commands; Of the plurality of second-type commands, the second-type command identified for the tentatively selected first-type command may be highlighted.
[0008] The process of identifiably displaying the identified second type command includes: The second type of command to be identifiably displayed may be changed in accordance with the change in the first type of command in the provisionally selected state.
[0009] The process of enabling the player to input a selection operation is as follows: The second type command specified for the first type command in the provisionally selected state may be prioritized, and the selection operation may be input for the second type command in the prioritized state.
[0010] The process of enabling the player to input a selection operation is as follows: a process of displaying a confirmation screen that allows the selection operation to be input for the second-type command in the prioritized state; a process of allowing a change operation for changing the second-type command in the priority state to be input on the confirmation screen; may include:
[0011] The process of identifying the second type command includes: The second-type command that enables activation of the most advantageous utility among the utilities associated with the first-type commands in the provisionally selected state may be identified.
[0012] The information processing program a process of allowing a player to input a setting operation for setting specific conditions for identifying the second type command; The computer executes the following: The process of identifying the second type command includes: The second type command may be identified according to the set specific condition.
[0013] The process of enabling the player to input a selection operation is as follows: a player can input a selection operation for the second type command that satisfies a preset selection condition; The process of identifiably displaying the second type command includes: If the specified second-type command does not satisfy the selection condition, the specified second-type command may be displayed in an identifiable manner to indicate that it is not selectable.
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of distinguishably displaying the second type command identified with respect to the first type command in the provisionally selected state; a process of updating the parameters associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of making the utility executable based on the second-type command for which the selection operation is input when the selection operation is input for the second-type command; Includes.
[0015] 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 input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of distinguishably displaying the second type command identified with respect to the first type command in the provisionally selected state; a process of updating the parameters associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of making the utility executable based on the second-type command for which the selection operation is input when the selection operation is input for the second-type command; Carry out the following.
[0016] In order to solve the above problem, the game device one or more computers; The computer a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of distinguishably displaying the second type command identified with respect to the first type command in the provisionally selected state; a process of updating the parameters associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of making the utility executable based on the second-type command for which the selection operation is input when the selection operation is input for the second-type command; Carry out the following. [Effects of the Invention]
[0017] According to the present invention, it is possible to increase the player's motivation to play. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2]Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13]FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] Fig. 17A is a diagram for explaining character types, and Fig. 17B is a diagram for explaining member IDs. [Figure 18] FIG. 18 is a diagram illustrating commands in each turn. [Figure 19] FIG. 19 is a diagram illustrating the correspondence between the number of turns and the period. [Figure 20] FIG. 20 is a first diagram illustrating the top screen. [Figure 21] FIG. 21 is a first diagram illustrating the training screen. [Figure 22] Fig. 22A is a second diagram illustrating a training screen. Fig. 22B is a third diagram illustrating a training screen. Fig. 22C is a diagram illustrating a training result notification screen. Fig. 22D is a diagram illustrating an event screen. [Figure 23] FIG. 23 is a diagram illustrating the training levels. [Figure 24] Fig. 24A is a diagram for explaining a fixed increase value (speed), and Fig. 24B is a diagram for explaining a fixed increase value table (power). [Figure 25] FIG. 25 is a diagram for explaining the allocation ratio to the training items. [Figure 26]FIG. 26 is a diagram illustrating the correspondence between commands and vegetable items. [Figure 27] FIG. 27 is a diagram illustrating an example of harvesting conditions for vegetable items. [Figure 28] FIG. 28 is a diagram illustrating an example of rewards from harvesting. [Figure 29] FIG. 29 is a diagram illustrating an example of the field level. [Figure 30] FIG. 30 is a diagram illustrating an example of the upper storage limit, the basic harvest number, and the additional harvest number. [Figure 31] Fig. 31A is a diagram illustrating an example of the probability of full power care for each command, and Fig. 31B is a diagram illustrating the correspondence between full power care and full power correction values. [Figure 32] FIG. 32 is a diagram illustrating an example of the care information storage unit. [Figure 33] FIG. 33 is a diagram illustrating an example of the field level update screen. [Figure 34] FIG. 34 is a second diagram illustrating the top screen. [Figure 35] FIG. 35 is a fourth diagram illustrating the training screen. [Figure 36] FIG. 36 is a diagram illustrating an example of the maintenance completion screen. [Figure 37] FIG. 37 is a diagram illustrating an example of the harvest screen. [Figure 38] FIG. 38 is a first diagram illustrating an example of a food menu. [Figure 39] FIG. 39 is a second diagram illustrating an example of a food menu. [Figure 40] FIG. 40 is a third diagram illustrating an example of a food menu. [Figure 41] FIG. 41 is a diagram illustrating the relationship between cooking events and cooking points. [Figure 42] FIG. 42 is a diagram illustrating an example of an event effect. [Figure 43] FIG. 43 is a diagram illustrating an example of cooking point effects. [Figure 44]FIG. 44 is a diagram illustrating an example of a cooking effect. [Figure 45] FIG. 45 is a diagram illustrating an example of an additional cooking effect when the game is a great success. [Figure 46] FIG. 46 is a diagram illustrating an example of the dish confirmation screen. [Figure 47] FIG. 47 is a diagram illustrating an example of the dish change screen. [Figure 48] FIG. 48 is a diagram illustrating an example of the priority order of the menu for each training item. [Figure 49] FIG. 49 is a diagram illustrating an example of a presentation part of a cooking presentation. [Figure 50] Fig. 50A is a diagram illustrating an example of the effect of the first part, and Fig. 50B is a diagram illustrating an example of the effect of the second part. [Figure 51] Fig. 51A is a diagram illustrating an example of the effect of the third part, and Fig. 51B is a diagram illustrating an example of the effect of the fourth part. [Figure 52] Fig. 52A is a diagram illustrating an example of a rendering scene, and Fig. 52B is a diagram illustrating an example of menu classification. [Figure 53] Fig. 53A is a first diagram explaining the execution pattern of the effect. Fig. 53B is a second diagram explaining the execution pattern of the effect. Fig. 53C is a third diagram explaining the execution pattern of the effect. Fig. 53D is a fourth diagram explaining the execution pattern of the effect. [Figure 54] FIG. 54 is a diagram illustrating an example of menu category information. [Figure 55] FIG. 55 is a diagram illustrating an example of a method for drawing lots for an execution pattern of the first part of the effects. [Figure 56] FIG. 56 is a diagram illustrating an example of motion information. [Figure 57] FIG. 57 is a diagram illustrating the specialty information. [Figure 58] Fig. 58A is a diagram illustrating an example of the correspondence between motion information and replacement motion information, and Fig. 58B is a diagram illustrating an example of replacement motion. [Figure 59]FIG. 59 is a diagram illustrating an example of an execution pattern of a cut-in effect. [Figure 60] Fig. 60A is a first diagram illustrating a race selection screen. Fig. 60B is a diagram illustrating a race start screen. Fig. 60C is a first diagram illustrating a race result screen. Fig. 60D is a second diagram illustrating a race result screen. [Figure 61] Figure 61A is a diagram illustrating the breeding completion screen, Figure 61B is a second diagram illustrating the breeding completion screen, and Figure 61C is a third diagram illustrating the breeding completion screen. [Figure 62] FIG. 62 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 63] FIG. 63 is a diagram for explaining the memory configuration and computer functions of the server. [Figure 64] FIG. 64 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 65] FIG. 65 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 66] FIG. 66 is a flowchart illustrating the preparation stage processing in the server. [Figure 67] FIG. 67 is a flowchart illustrating the development stage processing in the server. [Figure 68] FIG. 68 is a flowchart illustrating the turn start process in the server. [Figure 69] FIG. 69 is a flowchart illustrating the development stage processing in the player terminal. [Figure 70] FIG. 70 is a flowchart illustrating the command operation process in the player terminal. [Figure 71] FIG. 71 is a first flowchart illustrating the cooking-related operation standby process at the player terminal. [Figure 72] FIG. 72 is a second flowchart illustrating the cooking-related operation standby process at the player terminal. [Figure 73] FIG. 73 is a flowchart illustrating the cooking presentation process at the player terminal. [Figure 74] FIG. 74 is a flowchart illustrating the training-related command operation processing at the player terminal. [Figure 75] FIG. 75 is a flowchart illustrating the first command reception process in the server. [Figure 76] FIG. 76 is a flowchart illustrating the race execution process in the server. [Figure 77] FIG. 77 is a flowchart illustrating the vegetable item acquisition process in the server. [Figure 78] FIG. 78 is a flowchart illustrating the execution result information receiving process in the player terminal. [Figure 79] FIG. 79 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0019] 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.
[0020] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system 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.
[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are 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.
[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.
[0023] 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.
[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram 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 storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0026] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0027] The configurations and functions of the CPU 1010, storage device 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, storage device 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.
[0028] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with 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 storage device 12 is connected to the CPU 10 via a bus 14.
[0029] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0030] The storage unit 18 is 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 storage device 12 (RAM) by the CPU 10.
[0031] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0032] 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.
[0033] 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.
[0034] (Game content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.
[0035] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.
[0036] 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.
[0037] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided 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.
[0038] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0039] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.
[0040] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.
[0041] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.
[0042] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.
[0043] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).
[0044] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0045] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.
[0046] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0047] 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.
[0048] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0049] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0050] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can 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.
[0051] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0056] 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 selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as a character to be trained).
[0060] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.
[0061] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and featured member registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.
[0062] <Preparatory processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character.
[0063] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0064] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. When a character to be trained (described later) is selected, a character ID assigned to each character is registered. There are scenarios in which different goals are set for each type of character to be trained (here referred to as existing scenarios), and scenarios in which a common goal is set for all characters to be trained (here referred to as new scenarios).
[0065] In the existing scenario, goals are set at the start of the training game based on the registered scenario ID and character ID. On the other hand, in the new scenario, goals are set based on the registered scenario ID. In the new scenario, character IDs are not specified when setting goals for the training game, so a common goal is set regardless of the type of character being trained.
[0066] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0067] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0068] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0069] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0070] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0071] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0072] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values for all five ability parameters will be "1400."
[0073] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".
[0074] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.
[0075] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.
[0076] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20."
[0077] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.
[0078] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0079] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.
[0080] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the development target character selection screen 150.
[0081] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0082] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0083] Here, in the ability parameter display section 152a, initial upper limit values that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values for speed, power, and tenacity are identifiable relative to the initial upper limit values for stamina and intelligence. Here, as an identifiable display, initial upper limit values that exceed the common base value are flashed or displayed in a different color.
[0084] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0085] 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.
[0086] The initial value of each character's ability parameters increases by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of that character's ability parameters also increases.
[0087] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.
[0088] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.
[0089] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. Note that, for the initial values of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display unit 152b.
[0090] 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.
[0091] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.
[0092] 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.
[0093] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.
[0094] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. The activation of skills gives each character an advantage in the race.
[0095] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.
[0096] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.
[0097] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0098] Specifically, on the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0099] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills unless the conditions for unlocking them are met. Therefore, awakened skills whose conditions for unlocking them are not met cannot be acquired in the main training game.
[0100] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.
[0101] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26.
[0102] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.
[0103] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.
[0104] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.
[0105] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the awakening level, and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.
[0106] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.
[0107] In this way, each character has four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, Awakening Skills function as acquireable skills.
[0108] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.
[0109] Although a detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.
[0110] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0111] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C, and a dedicated event display field 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.
[0112] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0113] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0114] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.
[0115] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the training target character selection screen 150 on the training information display screen.
[0116] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.
[0117] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0118] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.
[0119] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.
[0120] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0121] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as the target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.
[0122] 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.
[0123] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0124] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.
[0125] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.
[0126] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0127] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.
[0128] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.
[0129] <Registering a successor character> Fig. 9A is a first diagram illustrating inheritance character selection screen 170. Fig. 9B is a first diagram illustrating training character list screen 180. Fig. 9C is a second diagram illustrating inheritance character selection screen 170. Fig. 9D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0130] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.
[0131] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.
[0132] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a training character list screen 180 shown in FIG. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.
[0133] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.
[0134] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.
[0135] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 9D.
[0136] 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.
[0137] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.
[0138] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.
[0139] In this case, the characters that have a utility effect on the current character to be trained are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.
[0140] 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.
[0141] 9D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.
[0142] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0143] 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.
[0144] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.
[0145] 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.
[0146] 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.
[0147] Basic ability factors increase the ability parameter values and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.
[0148] FIG. 12A is a diagram explaining the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit value vary depending on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.
[0149] Therefore, if all six characters being trained, including two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value 21 x 6 characters).
[0150] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.
[0151] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.
[0152] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as activation probability), may differ among the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0153] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 9C, one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152a displays a value that includes the increase value for the first turn.
[0154] 9D, two inheritance characters that make up the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.
[0155] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are displayed in different colors.
[0156] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0157] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character being trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character being trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations.
[0158] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that activation will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0159] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, suppose that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.
[0160] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.
[0161] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value that increases due to the basic ability factors has been added. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.
[0162] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.
[0163] 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.
[0164] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and middle distance, respectively, the turf aptitude and short distance aptitude of the character to be trained will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0165] Also, for example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.
[0166] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.
[0167] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If the activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activating an aptitude factor can raise the value of the aptitude parameter up to S.
[0168] 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.
[0169] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly difficult race (hereinafter referred to as a factor target race), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.
[0170] 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.
[0171] 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.
[0172] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If a race factor is determined to activate, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 31st and 55th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.
[0173] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.
[0174] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0175] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire skill hints, but the upper limit of ability parameters will not increase.
[0176] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit may be determined, for example, by lottery. In this case, the higher the factor level, the higher the increase may be set.
[0177] In this embodiment, the ability parameters whose upper limit values increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.
[0178] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0179] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0180] 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.
[0181] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0182] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.
[0183] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.
[0184] FIG. 13A is a diagram explaining compatibility judgment targets, and FIG. 13B is a diagram explaining compatibility judgment items. As shown in FIG. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be trained and the first inheritance generation character to be trained in the first inheritance group. The second judgment target (No. 2) is the current character to be trained and the first inheritance generation character to be trained in the second inheritance group.
[0185] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).
[0186] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).
[0187] For each of the above-mentioned determination targets, it is determined whether or not a condition is met for each of a plurality of determination items. An example of the determination items is shown in Figure 13B. In this embodiment, the world view of the game is set such that characters that can be selected as characters to be trained are students, and each character trains at school.
[0188] 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.
[0189] 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.
[0190] For example, when determining compatibility, first, it is determined whether all of the criteria are met between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0191] 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.
[0192] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.
[0193] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0194] 9B, a display switch button 183 is provided on the training character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters.
[0195] <Support card registration> FIG. 14A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of the support card organization screen 190.
[0196] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.
[0197] 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.
[0198] FIG. 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 14A, the support card selection screen 200 shown in FIG. 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0199] 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.
[0200] FIG. 15A is a diagram illustrating a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various stats in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0206] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.
[0207] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during the execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0208] 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.
[0209] The support events may include hint events and ability events. The hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game.
[0210] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameters. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0211] Fig. 14C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Fig. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in Fig. 14A.
[0212] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. Also, as shown in Fig. 14C, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.
[0213] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0214] Here, a preset is reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.
[0215] 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.
[0216] 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, as shown in FIG. 4, the appearing members are registered, and then the top screen 210 (FIG. 20) is displayed on the display 26.
[0217] <Registration of appearing members> FIG. 17A is a diagram explaining character types. FIG. 17B is a diagram explaining member IDs. As described above, the training game of this embodiment is provided with a plurality of scenarios. The player can select a scenario to play the training main game. In any scenario, the main objective of the training main game is to increase the ability parameters of the character to be trained through training.
[0218] On the other hand, the training main game has a storyline set for each scenario, and the game progresses along the storyline. Here, a scenario will be described in which the character to be trained and 15 other characters are set as the main characters. In the preparation stage processing, 15 characters are determined as the main characters. Hereinafter, the character to be trained set as the main characters and the 15 characters will be collectively referred to as the "characters." The scenario of this embodiment has a storyline in which the characters aim to improve their abilities by training, cooking, and eating.
[0219] Characters that can become members of the game are those linked to character cards or support cards provided by the management. As shown in FIG. 17A, priorities are set for characters that can be determined as members of the game, and characters with higher priorities are selected as members of the game. Here, the highest priority is set for scenario-linked characters.
[0220] Scenario link characters are essential characters in the story of the development main game, and in this embodiment, six characters are set as scenario link characters in advance. If the character to be developed is not a scenario link character, six scenario link characters are determined as appearing members. Also, if the character to be developed is a scenario link character, five scenario link characters other than the character to be developed are determined as appearing members.
[0221] Once a scenario link character is determined as a featured member, a support character is then determined as a featured member. As described above, a support character is a character linked to a support card. Here, the priority of a support character is set to be second only to a scenario link character. In the preparation stage processing, six support cards are organized into a deck. Therefore, the featured members may include six support characters linked to the support cards organized into the deck.
[0222] However, if the character linked to the support card is a scenario link character, that character has already been determined to be a member of the cast as a scenario link character. For example, suppose that two of the six support cards organized in a deck are linked to scenario link characters. In this case, since the two support characters have already been determined to be members of the cast as scenario link characters, the other four support characters will also be determined to be members of the cast.
[0223] Although a detailed explanation will be omitted, support characters include characters that can be set as characters to be developed and special characters that cannot be set as characters to be developed. Special characters are set in advance so that they will not be determined as appearing members. Therefore, if special characters are linked to all six support cards organized in a deck, the number of support characters determined as appearing members will be zero. Note that here, special characters are not included in the scenario link characters. However, special characters may be set as scenario link characters. Furthermore, if a special character is a support character, the special character may be determined as an appearing member.
[0224] Once the members of the cast are determined from the scenario link characters and support characters, the missing members are determined from the other target characters. The other target characters are characters that can be determined as members of the cast, excluding characters to be trained, scenario link characters, and support characters. Note that the target characters do not include special characters.
[0225] For example, if ten characters have already been determined as appearing members from among the scenario link characters and support characters, five characters from the other target characters are determined as appearing members. Here, the other target characters are extracted, and characters to be appearing members are determined by lottery from among the extracted characters. Note that, for example, priorities may be set for characters to make up for the shortage of appearing members, and characters with the highest priority may be determined as appearing members.
[0226] A member ID is associated with each character that has been determined to be a member. Here, as shown in FIG. 17B, member IDs ranging from 01 to 15 are provided. As described above, once the character to be trained, the successor character, the support character (support card), and the member to be trained have been registered and stored, the preparation stage processing ends and the process moves to the training stage processing.
[0227] <Growth stage treatment> When the preparatory stage processing is completed, the training stage processing begins. The training stage processing progresses the training main game, in which the character to be trained can be trained. To facilitate understanding, the basic flow of the training main game will be explained below.
[0228] FIG. 18 is a diagram explaining the commands in each turn. FIG. 19 is a diagram explaining the correspondence between the number of turns and the period. In the scenario of this embodiment, goals to be achieved during the training game are set for the characters to be trained. Here, goals are set for the characters to be trained based on the scenario ID registered in the preparation stage processing. Note that the goals set for the characters to be trained may be different for each character selected as a character to be trained, or may be common to all characters.
[0229] The main training game consists of turns 1 to 78, as shown in Figure 18. Here, as shown in Figure 19, turns 1 to 24 are called the junior class, turns 25 to 48 are called the classic class, turns 49 to 72 are called the senior class, and turns 73 to 78 are called the final period.
[0230] Turns 37 to 40 and turns 61 to 64 are called the summer training period or summer training camp. In the Classic class, turns 25 to 36 before summer training camp are the first half of the Classic class, and turns 41 to 48 after summer training camp are the second half of the Classic class. Similarly, in the Senior class, turns 49 to 60 before summer training camp are the first half of the Senior class, and turns 65 to 72 after summer training camp are the second half of the Senior class.
[0231] Each turn, the player progresses through the training main game by selecting one of the commands that specify the actions of the character to be trained. The commands that the player can select are broadly divided into first commands, which end the turn when executed, and second commands, which do not end the turn even when executed. When the first command is selected in each turn, that turn ends and the game moves on to the next turn. During each turn, various parameters are updated according to the first command selected by the player. Furthermore, when the second command is selected, certain parameters may also be updated. The commands are explained below.
[0232] FIG. 20 is a first diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 20 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is associated with the character to be trained. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina."
[0233] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.
[0234] As shown in FIG. 20 , an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained. The status display section 213 displays the status of the character to be trained using numerical values and letters indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained using numerical values.
[0235] 20, the bottom of the top screen 210 displays a rest operation section 215a, a training operation section 215b, a skill operation section 215c, a nurse's office operation section 215d, a trip operation section 215e, a field operation section 215f, and a race operation section 215g. The rest operation section 215a, the training operation section 215b, the nurse's office operation section 215d, the trip operation section 215e, and the race operation section 215g correspond to the commands "rest," "training," "nurse's office," "trip," and "race," respectively. These commands are classified as first commands that end the current turn. In other words, in each turn, any one of the commands corresponding to the rest operation section 215a, the training operation section 215b, the nurse's office operation section 215d, the trip operation section 215e, and the race operation section 215g can be selected.
[0236] However, as described above, a goal is set for the character to be trained. The goals set for the character to be trained include participating in a preset goal race and achieving a predetermined result in the goal race. In this way, in a turn in which a goal race is set (hereinafter referred to as a goal turn), the race operation unit 215g is operable, and the rest operation unit 215a, training operation unit 215b, nurse's office operation unit 215d, and outing operation unit 215e are inoperable.
[0237] During the target turn, the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e are displayed in gray and cannot be operated by the player. Therefore, during the target turn, the player must operate the race operation unit 215g to enter the character to be trained in a race.
[0238] The player can select the "rest" command by operating the rest operation unit 215a. When "rest" is selected, the stamina of the character to be trained is restored. In addition, the player can select the type of training that the character to be trained will perform by operating the training operation unit 215b.
[0239] Furthermore, the player can select a "skill" command by operating the skill operation unit 215c. When "skill" is selected, the player can acquire one of the skills by consuming skill points. The skill operation unit 215c is set to be operable at all times in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end. Therefore, the "skill" command is classified as a second command.
[0240] Furthermore, the player can select the "infirmary" command by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained can be eliminated. Although a detailed explanation will be omitted, negative parameters that put the character to be trained at a disadvantage in the progression of the game may be set.
[0241] The training main game includes events that allow a character to acquire negative parameters. When an event occurs, the character to be trained will acquire negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If the "health room" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if the "health room" is selected, the negative parameters may not be eliminated. Also, selecting the "health room" may restore stamina. Note that when the character to be trained has not acquired negative parameters, the health room operation unit 215d is displayed grayed out, as shown in FIG. 20, and operations on the health room operation unit 215d are not accepted.
[0242] Furthermore, the player can select the command "Go out" by operating the go out operation unit 215e. When "Go out" is selected, the condition of the character to be trained improves.
[0243] Furthermore, the player can select the "field" command by operating the field operation unit 215f. By selecting "field", the player can increase the field level, which will be described later. The field operation unit 215f is set to be operable at all times in all turns. Even if the player increases the field level by operating the field operation unit 215f, the turn does not end. Therefore, the "field" command is classified as a second command. The "field" command and the field level will be described in detail later.
[0244] Furthermore, by operating the race operation unit 215g, the player can select the type of race that the character to be trained will compete in. When one of the commands "Rest," "Training," "Nursing Room," "Outing," or "Race" is executed, the current turn ends and the game moves to the next turn.
[0245] Figure 18 shows examples of commands that the player can select in each turn. In Figure 18, ◎ indicates that the command must be selected, ○ indicates that the command can be selected, and × indicates that the command cannot be selected. Also, △ indicates that the command can or cannot be selected depending on the parameters of the character to be trained at the start of each turn.
[0246] In this example, "Race" cannot be selected from the first turn through the tenth turn. Also, turns marked with a ◎ in the Race column in the diagram, such as the 11th, 24th, 60th, 74th, 76th, and 78th turns, are the target turns. In the target turns, commands such as "Rest," "Training," "Go Out," and "Nursing Room," i.e., commands classified as first commands other than "Race," cannot be selected.
[0247] A target race and a target in the target race are set in advance for the character to be trained. Here, the goal is set as the finishing order for each target race. Therefore, the player must make sure to enter the character to be trained in the target race in the target turn. Furthermore, if the goal set for the target race is not achieved, the training main game ends.
[0248] The goal set for the target turn is not limited to the finishing order in the target race. For example, a goal other than the target race, such as winning three or more races before the target turn or having a predetermined number of fans (described later), may be set for the target turn.
[0249] The scenario of this embodiment also has a storyline in which the character to be trained aims to improve his cooking skills together with the other characters. In this embodiment, a tasting event is held after a predetermined number of turns have been completed. As shown in FIG. 18, a total of four tasting events, from the first to the fourth, are held after the 24th, 36th, 48th, and 60th turns have been completed. Furthermore, a gluttonous eating festival event is held after the 72nd turn has been completed. Hereinafter, the tasting event and the gluttonous eating festival event will be collectively referred to as cooking events.
[0250] As will be explained in more detail later, the tasting event will result in one of two outcomes: "Satisfied" or "Very Satisfied," while the gluttonous event will result in one of three outcomes: "Satisfied," "Very Satisfied," or "Super Satisfied." When a cooking event is performed, the ability parameters of the character being trained will increase depending on the outcome of the cooking event. The outcome of the cooking event is determined based on cooking points. Cooking points can be earned by executing the "Cook" command, as shown in Figure 18.
[0251] Although "cooking" will be described in more detail later, "cooking" is classified as a second command, and even if "cooking" is executed, the turn does not end. However, "cooking" can only be executed once per turn. Here, "cooking" is selectable in all turns, but "cooking" may not be selectable in some turns. Furthermore, "cooking" may be executed more than once per turn. Furthermore, executing "cooking" may update certain parameters, such as ability parameters.
[0252] 20, the number of turns remaining until the next target turn and the number of turns remaining until the next cooking event are displayed in the upper left corner of the top screen 210. The top screen 210 also has a cooking point display section 216 that displays information about cooking points, a vegetable icon display section 217, and a vegetable information display section 218. The cooking point display section 216, the vegetable icon display section 217, and the vegetable information display section 218 will be described later.
[0253] Fig. 21 is a first diagram illustrating training screen 220. Fig. 22A is a second diagram illustrating training screen 220. Fig. 22B is a third diagram illustrating training screen 220. When training operation section 215b on top screen 210 is operated, training screen 220 is displayed on display 26.
[0254] 21, operation units corresponding to each training item are provided at the bottom of the training screen 220. Here, a speed operation unit 221a, a stamina operation unit 221b, a power operation unit 221c, a willpower operation unit 221d, and a wisdom operation unit 221e are provided as operation units for executing training commands. Hereinafter, the speed operation unit 221a, the stamina operation unit 221b, the power operation unit 221c, the willpower operation unit 221d, and the wisdom operation unit 221e may be collectively referred to simply as the item operation unit 221.
[0255] When the player operates an item operation unit 221, the training item corresponding to the item operation unit 221 for which operation input has been made becomes provisionally selected. At this time, the item operation unit 221 corresponding to the provisionally selected training item is highlighted. For example, FIGS. 21 and 22B show a state in which the stamina operation unit 221b is provisionally selected. Also, FIG. 22A shows a state in which the power operation unit 221c is provisionally selected.
[0256] Then, when an operation input is again made to the temporarily selected item operation unit 221, a training command is executed corresponding to the operation input made to the item operation unit 221. Specifically, when an operation input is again made to the temporarily selected speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, guts operation unit 221d, or intelligence operation unit 221e, training for speed, stamina, power, guts, and intelligence is executed, respectively.
[0257] Here, the speed operation section 221a, stamina operation section 221b, power operation section 221c, tenacity operation section 221d, and intelligence operation section 221e also display the training level for each training item. The training level is a parameter that increases based on the number of training sessions for each training item, and the higher the training level, the greater the increase in ability parameters when training is successful. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0258] FIG. 23 is a diagram illustrating training levels. As shown in FIG. 23, the training level increases according to the number of times each training item is successful. Specifically, a training level is set for each of five training items: speed, stamina, power, tenacity, and intelligence. For example, if the number of times the "speed" training is successful is 0 to 4, the speed training level is "1." As shown in the figure, the more times the "speed" training is successful, the higher the speed training level.
[0259] Although the training level is increased according to the number of successful training attempts, the training level may also be increased according to the number of times the training is performed. Furthermore, the parameters for increasing the training level are not limited to the number of successful training attempts and the number of times the training is performed.
[0260] 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.
[0261] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0262] Furthermore, stamina training is performed, and if successful, the values of the stamina and tenacity ability parameters increase.
[0263] Furthermore, power training is performed, and if successful, the values of the stamina and power ability parameters increase.
[0264] Furthermore, if guts training is performed and is successful, the values of the ability parameters of speed, power, and guts increase.
[0265] Additionally, wisdom training is performed, and if successful, the values of the speed and wisdom ability parameters increase.
[0266] If you successfully train your speed, stamina, power, or tenacity, your stamina will decrease, while if you successfully train your wisdom, your stamina will increase.
[0267] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value to a fixed increase value determined in accordance with the training item and training level performed.
[0268] Fig. 24A is a diagram illustrating a fixed increase value (speed) table. Fig. 24B is a diagram illustrating a fixed increase value table (power). That is, Fig. 24A shows fixed increase values when the training item is speed. Fig. 24B shows fixed increase values when the training item is power.
[0269] 24A and 24B, the fixed increase value table stores fixed increase values determined in accordance with the training item and training level performed. In this embodiment, as shown in FIGS. 24A and 24B, the ability parameter is set to increase more significantly as the training level increases.
[0270] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.
[0271] 21, the speed operation section 221a, stamina operation section 221b, power operation section 221c, guts operation section 221d, and intelligence operation section 221e in the provisionally selected state display a failure rate display section 222. The failure rate displayed as a numerical value in the failure rate display section 222 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display section 211.
[0272] The status display section 213 also displays the increase in ability parameter when the training corresponding to the provisionally selected item operation section 221 is successful. In the example shown in Fig. 21 and Fig. 22B, the stamina operation section 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display section 213. In the example shown in Fig. 22A, the power operation section 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display section 213.
[0273] Furthermore, when a training session is performed and the session is successful, a predetermined event may occur. In this case, an event notification display 223 is displayed in the item operation section 221 corresponding to the training session in which the predetermined event occurs. The event notification display 223 may be displayed in different ways depending on the type of event.
[0274] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The main characters that can be placed in training items are support characters, scenario link characters, and story characters set for each scenario. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place it in a training item and the training item to be placed in it are determined by lottery. Hereinafter, a character placed in a training item will be referred to as a placed character.
[0275] 25 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, the training items into which characters are allocated are determined for all support characters, scenario link characters, story characters, and other appearing members based on character identification information.
[0276] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and scenario link characters, the decision to not place them in any training ("none" in the figure) is set at 10%, and the decisions to place them in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set at 18%. This placement determination table for support characters and scenario link characters is used when the character whose placement is to be determined is set as both a support character and a scenario link character.
[0277] According to the scenario link character placement decision table, the decision to not place the character in any training is set at 20%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This scenario link character placement decision table is used when the target character is not set as a support character, but as a scenario link character.
[0278] According to the placement decision table for support characters, the decision to not place them in any training is set at 30%, and the decision to place them in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% for each. This placement decision table for support characters is used when the target character is set as a support character and not as a scenario link character.
[0279] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a scenario link character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.
[0280] Note that a special training is set for the support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 25 so that the selection probability of the special training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. For support characters that are linked with such an effect, a change is made so that the placement probability for a predetermined training item is increased.
[0281] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."
[0282] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.
[0283] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.
[0284] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.
[0285] 21, in the upper right portion of the training screen 220, for each item in the temporarily selected item operation section 221, a character icon 224 corresponding to the character placed in the training is displayed. If the training is successful, a predetermined event linked to the character may occur. In this case, an event notification display 223 is displayed on the corresponding character icon 224.
[0286] Furthermore, if the training to which the placed characters are linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed characters are linked is successful. Note that, hereinafter, training to which characters are linked will be referred to as joint training.
[0287] As described above, if training is successful, the ability parameters set in advance for each training session increase. In this embodiment, many conditions for adding ability parameters are set. The conditions for adding include the placement of a character. Therefore, in training sessions in which a character is placed, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.
[0288] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate.
[0289] That is, a bond gauge 224a is displayed below the placed character icon 224. The bond gauge 224a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.
[0290] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.
[0291] Each support card (support character) is associated with one of five training categories: speed, stamina, power, tenacity, and intelligence. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.
[0292] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training of the support character based on a predetermined probability, a friendship training possibility state is set for this training item. Then, when a training item for which a friendship training possibility state is set is selected and this training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.
[0293] Specifically, once the characters to be placed are determined, a friendship training state is set. For example, a support character is extracted from the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training state to occur are met for the extracted support character. As described above, the setting conditions for the friendship training state to occur are set such that the training item in which the support character is placed is a specialty training and that the bond parameter associated with the support character is equal to or greater than a predetermined value.
[0294] The friendship training occurrence possibility information is then linked to support characters that meet the setting conditions for the friendship training occurrence possibility state. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the setting conditions for the friendship training occurrence possibility state are placed. This sets the friendship training occurrence possibility state.
[0295] For training items that are set to a friendship training possibility state, the friendship bonus addition rate is multiplied when calculating the increase in ability parameters. In other words, the friendship bonus addition rate is used when a friendship bonus possibility state is set for a training item. In this case, the friendship bonus addition rate is calculated for each character placed in the training item.
[0296] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate is 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters.
[0297] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.
[0298] 22C is a diagram illustrating training result notification screen 220a. As described above, when another operation input is made to item operation section 221 in a provisionally selected state, the training corresponding to item operation section 221 to which the operation was input is carried out. Once the training is carried out, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.
[0299] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.
[0300] Additionally, if a training session in which the friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.
[0301] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.
[0302] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.
[0303] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.
[0304] Although not shown in the figure, an effect is superimposed on the placed character icon 224 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.
[0305] Furthermore, on the training result notification screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.
[0306] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 22A or 22B 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 successful, stamina decreases. On the other hand, when training for wisdom is successful, stamina is restored.
[0307] 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.
[0308] 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.
[0309] 22D 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.
[0310] For example, when the first or second hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a specific ability. Each skill has its own activation conditions and effects, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0311] Events include first and second hint events that provide skill hints, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase condition, and events that decrease condition. As will be described in more detail later, events include events whose occurrence turn is predetermined and events that occur when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all of the events that have occurred have ended, the top screen 210 for the next turn is displayed.
[0312] The scenario of this embodiment has a story in which the character to be trained grows vegetables while training, and then harvests the vegetables and cooks them. The following describes the distinctive gameplay of the scenario of this embodiment.
[0313] FIG. 26 is a diagram illustrating the correspondence between commands and vegetable items. In each turn, one vegetable item (vegetable ID) is always associated with the first command. Here, five types of vegetable items are provided: carrots, garlic, potatoes, chili peppers, and strawberries. Also, one vegetable item is associated with each training command in advance. Specifically, carrots are associated with speed training, garlic is associated with stamina training, potatoes are associated with power training, chili peppers are associated with guts training, and strawberries are associated with intelligence training.
[0314] Furthermore, for the first commands of Rest, Nurse's Office, Outing, and Race, the vegetable item to be linked each turn is determined by lottery. In the lottery for determining the vegetable item to be linked to Rest, Nurse's Office, Outing, and Race, the probability of winning is set equal for five types of vegetable items. However, the probability of winning each vegetable item may differ for each command. Alternatively, the probability of winning each vegetable item may differ depending on the turn. Furthermore, for the training command, the vegetable item to be linked may also be determined by lottery.
[0315] In addition, although multiple race events can be selected in one turn, one vegetable item is linked to the race command regardless of the race event. However, different vegetable items may be linked to each race event.
[0316] This scenario has a storyline in which, when a first command is executed, the vegetable item associated with the first command or the field for the vegetable item is tended. For example, when speed training is executed, the character to be trained tends carrots (carrot field) after speed training. Therefore, selecting the first command can be said to be selecting the field to tend, i.e., the vegetable item. Also, executing the first command can be said to be performing the tending of the vegetable item associated with the first command or the field.
[0317] When the vegetable is tended, a vegetable icon 225 is given to the character to be trained. A vegetable icon 225 is provided for each vegetable item (vegetable ID), and the character to be trained acquires one vegetable icon 225 corresponding to the vegetable item that has been tended. As shown in FIGS. 20 and 21 , a vegetable icon display section 217 is displayed on the top screen 210 and the training screen 220. The vegetable icon 225 acquired by the character to be trained is displayed in the vegetable icon display section 217.
[0318] A maximum of four vegetable icons 225 can be displayed in the vegetable icon display section 217. When a vegetable icon 225 is acquired, the acquired vegetable icon 225 is displayed in order from the left side of the vegetable icon display section 217. The player can check the type of vegetable item that the character to be trained has tended in the vegetable icon display section 217. This scenario also has a storyline in which the character to be trained tends a vegetable item or a field for a certain period of time and then harvests the vegetable item.
[0319] FIG. 27 is a diagram illustrating an example of harvesting conditions for vegetable items. When the number of vegetable icons 225 acquired by the character to be trained reaches a predetermined number, the harvesting of vegetable items is automatically carried out. Here, in the junior, classic, and senior classes, harvesting is carried out when four vegetable icons 225 are acquired during periods other than the summer training camp (hereinafter referred to as the normal period). In other words, during the normal period, acquiring four vegetable icons 225 is set as the harvesting condition.
[0320] The vegetable icon 225 can always be obtained by executing the first command. For example, even if the training fails, the character to be trained can still obtain the vegetable icon 225. Since the first command can be executed once per turn, harvesting occurs every four turns during the normal period. In other words, it can be said that the harvesting condition is set to be that the number of executed turns reaches a predetermined number (here, four).
[0321] Furthermore, during the summer training camp period and the final period, harvesting is performed when one vegetable icon 225 is acquired. That is, during the summer training camp period and the final period, acquiring one vegetable icon 225 is set as the harvesting condition. Note that the harvesting conditions shown in FIG. 27 are merely an example. Here, regardless of the type of vegetable icon 225, the harvesting condition is set when the number of acquired vegetable icons 225 reaches four or one, but this number can be changed as appropriate.
[0322] Furthermore, for example, the harvesting condition may be set to a predetermined number of times that the training has been performed or succeeded. Alternatively, the timing for harvesting may be set in advance. Furthermore, the player may be able to harvest at any timing.
[0323] FIG. 28 is a diagram illustrating an example of rewards for harvesting. By harvesting, the character being trained will earn field points and five types of vegetable items as rewards. During the summer training camp period and the final period, field points equal to 40 x the full power correction value will be awarded for harvesting, and during the regular period, field points equal to 100 x the full power correction value will be awarded for harvesting. The number of vegetable items acquired is calculated by adding the basic harvest number to the additional harvest number and multiplying the result by the full power correction value. The basic harvest number, additional harvest number, and full power correction value will be explained below.
[0324] 29 is a diagram illustrating an example of field levels. There are five field levels, from 1 to 5, and the initial field level at the start of the main game is 1. A field level is set for each field for vegetable items, and in this example, a field level is assigned individually to each of the five types of fields: carrot field, garlic field, potato field, chili pepper field, and strawberry field.
[0325] The field level can be increased by spending field points. Specifically, by spending 100 field points, the player can increase the field level from 1 to 2. Similarly, by spending 180, 220, or 250 field points, the player can increase the field level from 2 to 3, from 3 to 4, or from 4 to 5, respectively.
[0326] However, there is a time limit for unlocking the field level cap, with the maximum field level for the Junior class being set at 2. In other words, while in the Junior class, the player can only increase the field level of each field to a maximum of 2. On the other hand, when you reach the Classic class, the field level cap increases to 3, and when you reach the Senior class, the field level cap increases to 5. Therefore, the cap for field level 3 is unlocked at the end of the Junior class or the start of the Classic class, and the cap for field level 4 or 5 is unlocked at the end of the Classic class or the start of the Senior class.
[0327] FIG. 30 is a diagram illustrating an example of the storage limit, basic harvest limit, and additional harvest limit. As shown in FIG. 30, a storage limit is set for each field level. A character to be trained can store, i.e., possess, harvested vegetable items within the storage limit. The storage limit is set for each field, i.e., for each vegetable item. As the field level increases, the storage limit increases. For example, a maximum of 200 vegetable items can be stored in a field corresponding to a field level of 1, and a maximum of 400 vegetable items can be stored in a field corresponding to a field level of 2.
[0328] Furthermore, as shown in FIG. 30, a basic harvest number and an additional harvest number are set for each field level. As described above, the basic harvest number and the additional harvest number are parameters for calculating the number of vegetable items acquired during harvesting. The higher the basic harvest number and the additional harvest number, the greater the number of vegetable items acquired during harvesting.
[0329] The base harvest is the number of vegetable items guaranteed to be obtained in one harvest. In other words, the base harvest is the minimum number of vegetable items guaranteed to be obtained in one harvest. The base harvest increases as the field level increases. In this example, the base harvest for a vegetable item corresponding to a field with a field level of 2 or lower is 20, the base harvest for a vegetable item corresponding to a field with a field level of 3 is 30, and the base harvest for a vegetable item corresponding to a field with a field level of 4 or higher is 40.
[0330] The additional harvest count is the minimum number of vegetable items added when harvesting. The vegetable items obtained when harvesting can be increased by performing maintenance. In this example, the additional harvest count for vegetable items corresponding to a field with a field level of 1 is 20, the additional harvest count for vegetable items corresponding to a field with a field level of 2 or 3 is 30, and the additional harvest count for vegetable items corresponding to a field with a field level of 4 or higher is 40.
[0331] As mentioned above, harvesting is performed every four turns or every other turn. For example, the period from the start of the main farming game to the first harvest, or from the previous harvest to the next harvest, is called the harvest preparation period. A harvest preparation period is set for each harvest, and for each harvest, the most recent four turns or one turn, including the turn in which that harvest is performed, is the harvest preparation period. The number of vegetable items obtained during harvesting is calculated based on the care performed during the harvest preparation period.
[0332] Here, maintenance is broadly divided into two types: normal maintenance and full maintenance. At harvest time, the number of vegetable items acquired is calculated based on the type of maintenance performed during the harvest preparation period. The more full maintenance performed during the harvest preparation period, the more vegetable items will be acquired at harvest time.
[0333] FIG. 31A is a diagram illustrating an example of the probability of full-power care for each command. FIG. 31B is a diagram illustrating an example of a full-power correction value. As described above, care is performed in conjunction with the execution of a first command. As shown in FIG. 31A, in each turn, whether the type of care is to be full-power care is determined for each first command. In other words, in each turn, the type of care associated with the execution of the first command is determined for each first command.
[0334] For training that is not in a state where friendship training can occur, the type of maintenance is always determined to be normal maintenance. In other words, when training that is not in a state where friendship training can occur is performed, the type of maintenance performed in conjunction with that training is always normal maintenance.
[0335] Furthermore, for training in a state where friendship training can occur, the type of maintenance is determined to be full maintenance. However, the type of maintenance associated with training in a state where friendship training can occur varies depending on the results of the training. Specifically, if training in a state where friendship training can occur is successful, the type of maintenance performed in association with that friendship training will be full maintenance. On the other hand, if training in a state where friendship training can occur is unsuccessful, the type of maintenance performed in association with that friendship training will be normal maintenance.
[0336] Furthermore, for a target race, or more precisely, a target race command in a target turn, the type of maintenance is always determined to be full-power maintenance. In other words, when a target race is executed in a target turn, the type of maintenance executed in association with the target race is always full-power maintenance.
[0337] Additionally, for days off, outings, and races other than the target race, the type of care will be determined by lottery each turn. In this lottery, there is a 20% chance that the type of care will be determined to be full-power care.
[0338] The method for determining whether the type of care is normal care or full care is not particularly limited. For example, the type of care for each command may be set in advance for each turn.
[0339] FIG. 31B is a diagram illustrating the correspondence between full-power care and full-power correction values. At harvest time, the full-power correction value is determined based on the number of full-power cares performed during the harvest preparation period. Specifically, during the normal period, if the number of full-power cares performed during the harvest preparation period is zero, the full-power correction value is determined to be 1.0. Furthermore, during the normal period, if the number of full-power cares performed during the harvest preparation period is one, two, three, or four, the full-power correction values are determined to be 1.2, 1.3, 1.5, and 1.7, respectively. Furthermore, during the summer training camp period and the final period, if the number of full-power cares performed during the harvest preparation period is zero, the full-power correction value is determined to be 1.0, and if the number of full-power cares performed is one, the full-power correction value is determined to be 1.5.
[0340] Note that the full power correction value shown in FIG. 31B is merely an example. For example, the full power correction value may be set lower during the summer training camp and final period than during the normal period. For example, during the summer training camp and final period, if the number of full power care items during the harvest preparation period is 0, the full power correction value may be determined to be 0.9, and if the number of full power care items is 1, the full power correction value may be determined to be 1.1. During the summer training camp and final period, harvesting occurs every turn. Therefore, there is a possibility that excessive vegetable items may be awarded during the summer training camp and final period. By setting the full power correction value lower during the summer training camp and final period than during the normal period, game balance is ensured.
[0341] 32 is a diagram illustrating an example of a care information storage unit. The care information storage unit is provided, for example, in the storage device 12 of the player terminal 1 and the storage device 1012 of the server 1000. The care information storage unit includes four storage areas, a first storage area, a second storage area, and a fourth storage area. Each storage area stores information related to care (hereinafter referred to as care information), that is, information required to calculate the number of vegetable items obtained during harvesting.
[0342] Here, the care information stored in the care information storage unit includes a vegetable ID, care type information, and additional harvest count. The vegetable ID is unique identification information assigned to each vegetable item. The vegetable ID included in the care information is the same as the vegetable ID linked to the first command. The care type information is information that can identify the type of care, i.e., whether it is normal care or full-power care. The additional harvest count is a value determined based on the care, i.e., the field level when the command is executed. A vegetable icon 225 is displayed in the vegetable icon display unit 217 based on the care information stored in the care information storage unit.
[0343] Although a detailed explanation is omitted, other conditions may be taken into consideration when calculating the additional harvest number. For example, in addition to the additional harvest number corresponding to the field level, an additional harvest number based on the number of characters placed in training may also be added. For example, if the field level of a carrot field is 1, the additional harvest number corresponding to the field level is 20. In this case, suppose that carrots are tended in conjunction with the execution of speed training. If one character is placed in speed training, the additional harvest number based on the number of characters placed is, for example, 1. Therefore, in this case, the additional harvest number due to the execution of speed training is 21.
[0344] During the harvest preparation period, when a first command is executed for the first time, the maintenance associated with the first command is performed. In this case, the vegetable ID of the vegetable item associated with the first command is stored in the first storage area. At this time, maintenance type information indicating the type of maintenance performed is stored in the first storage area. Furthermore, the number of additional harvests determined based on the field level and the number of characters placed is stored in the first storage area. In this way, during the normal period, maintenance information is stored in order from the first storage area to the fourth storage area. Furthermore, during the summer training camp period and the final period, maintenance information is stored in the first storage area.
[0345] During the normal period, when the number of pieces of care information stored in the care information storage unit reaches four, the number of pieces of harvested vegetable items is calculated based on the care information. During the summer training camp period and the final period, when the number of pieces of care information stored in the care information storage unit reaches one, the number of pieces of harvested vegetable items is calculated based on the care information. At this time, the number of pieces of harvested vegetable items is calculated according to the formula shown in FIG. 28.
[0346] Specifically, for each vegetable ID, a basic harvest number is determined based on the field level at the time of harvest. Furthermore, for each vegetable ID, all additional harvest numbers stored in the maintenance information storage unit along with that vegetable ID are added to the basic harvest number. Furthermore, the number of maintenance type information indicating full-power maintenance stored in the maintenance information storage unit along with that vegetable ID is determined. Then, the number of full-power maintenances and a full-power correction value corresponding to the current period (regular period, summer training camp, or final period) are multiplied by the sum of the basic harvest number and the additional harvest number. In this way, the number of vegetable items acquired at the time of harvest is calculated.
[0347] In other words, the number of vegetable items acquired during harvesting can be considered the sum of the basic harvest number multiplied by the full power correction value and the additional harvest number multiplied by the full power correction value. Note that this additional harvest number includes an additional value based on the number of characters placed in the executed training.
[0348] For example, suppose the field level during the harvest preparation period in a normal period is 2, and carrot and garlic care is performed twice each during the harvest preparation period. Also, suppose both carrot cares were full-power cares, and both garlic cares were normal cares. In this case, the number of carrots obtained is (20 (basic harvest number) + 30 (additional harvest number) × 2 times) × 1.3 (full-power correction value) = 104. Also, the number of garlic obtained is (20 (basic harvest number) + 30 (additional harvest number) × 2 times) × 1.3 (full-power correction value) = 104. Also, in this case, the number of potatoes, peppers, and strawberries obtained is (20 (basic harvest number) + 30 (additional harvest number) × 0 times) × 1.3 (full-power correction value) = 26.
[0349] It should be noted that the full power correction value is used commonly for all vegetable items. Specifically, in the above example, full power care has been performed twice on the carrots, but not on other vegetable items. Here, the full power care performed on the carrots is also effective for other vegetable items. In other words, when full power care is performed, a full power correction value common to all vegetable items is calculated regardless of the type of vegetable item in question. However, the full power correction value may also be calculated for each vegetable item. In this case, the number of full power cares may be counted for each vegetable item.
[0350] The acquired number of each vegetable item calculated as described above is stored within the storage limit. The stored number of each vegetable item is updated by adding the acquired number to the stored number at the time of harvest. At this time, if the value obtained by adding the acquired number to the current stored number exceeds the storage limit, the stored number is updated to the storage limit.
[0351] Here, the additional harvest number is stored based on the field level when the maintenance information is stored, i.e., when the first command is executed. However, the additional harvest number may be calculated based on the field level at the time of harvesting, rather than being calculated and stored when the first command is executed. In this case, the additional harvest number does not need to be included in the maintenance information.
[0352] For example, at harvest time, the additional harvest number for each vegetable item may be calculated based on the vegetable ID stored in the maintenance information storage unit and the field level at the time of harvest. In this case, if the field level increases during the harvest preparation period, the additional harvest number for maintenance performed during the harvest preparation period but before the field level increase will be calculated based on the field level after the increase. In this case, the additional harvest number does not need to be stored when the first command is executed. Alternatively, as described above, if the additional harvest number is added based on other conditions, such as the number of characters placed, information regarding the addition of the additional harvest number may be included in the maintenance information.
[0353] FIG. 33 is a diagram illustrating an example of the field level update screen 230. When the field operation unit 215f is operated on the top screen 210, the field level update screen 230 is displayed on the display 26. The field level update screen 230 displays a vegetable level icon 231. A vegetable level icon 231 is provided for each vegetable item, and like the vegetable icon 225, an image indicating the corresponding vegetable item is displayed. The vegetable level icon 231 also displays the current field level of the corresponding vegetable item. The vegetable level icon 231 functions as an operation unit that accepts operation by the player. When the vegetable level icon 231 is tapped, the vegetable item corresponding to the tapped vegetable level icon 231 is selected.
[0354] A field level information display field 232 is provided below the vegetable level icons 231. The field level information display field 232 has a field level display section 232a that displays the field level. When any of the vegetable level icons 231 is operated, the field level of the field for the currently selected vegetable item is displayed in the field level display section 232a. Field level change operation sections 233a and 233b are provided on the left and right of the field level display section 232a. By operating the field level change operation sections 233a and 233b, the player can select how much the field level of the field for the selected vegetable item will be changed to.
[0355] For example, when the field level change operation unit 233b is operated, the field level displayed in the field level display unit 232a increases by 1. When the field level change operation unit 233a is operated, the field level displayed in the field level display unit 232a decreases by 1. This allows the player to select the increase value of the field level. When the determination operation unit 234 is operated after selecting the increase value of the field level, the field level increases to the selected value. Note that if there are insufficient field points to increase the field level, the determination operation unit 234 is displayed grayed out, as shown in FIG. 33. In this case, the determination operation unit 234 does not accept an operation by the player. Note that the field level cannot be decreased from the current level.
[0356] The field level information display field 232 also displays the storage limit, basic harvest number, and additional harvest number corresponding to the field level displayed in the field level display section 232a. Furthermore, as will be described in detail below, predetermined effects are preset for the field level, and raising the field level produces the predetermined effects. The field level information display field 232 displays the effects brought about by the field level displayed in the field level display section 232a. Below the field level information display field 232, the number of field points needed to raise the field level to the selected level and the currently held field points are displayed.
[0357] 34 is a second diagram illustrating the top screen 210. As shown in FIG. 34, among the operation sections for the first command displayed on the top screen 210, the rest operation section 215a, the outing operation section 215e, and the race operation section 215g are superimposed with vegetable icons 225 corresponding to the vegetable items linked to the rest operation section 215a, the outing operation section 215e, and the race operation section 215g. The display of the vegetable icons 225 allows the player to grasp the vegetable items that can be acquired by executing each command.
[0358] The display mode of the vegetable icon 225 superimposed on the operation unit for the first command on the top screen 210 is either a normal mode or a special mode. In Fig. 34, the vegetable icon 225 superimposed on the going out operation unit 215e is the normal mode, and the vegetable icon 225 superimposed on the rest operation unit 215a and the race operation unit 215g are the special mode. The special mode is a display mode that stands out more than the normal mode, and in this case, an effect is applied around the vegetable icon 225.
[0359] The vegetable icon 225 in the normal mode indicates that the type of care is normal care, and the vegetable icon 225 in the special mode indicates that the type of care is full-power care. Therefore, in the example shown in Figure 34, full-power care is performed when the rest or race command is executed.
[0360] Additionally, the vegetable icon 225 is not displayed on the training operation unit 215b. However, if a friendship training occurrence state is set for any of the training commands, an effect is applied to the training operation unit 215b. As described above, the training linked to a training item for which a friendship training occurrence state is set is full-power training. Therefore, the effect applied to the training operation unit 215b can be said to notify that full-power training is linked to any of the training items.
[0361] As described above, the vegetable icon display unit 217 displays the vegetable icons 225 acquired during the harvest preparation period. In the example shown in FIG. 34, three vegetable icons 225 have been acquired. In this case, if the care performed when the vegetable icon 225 was acquired was full-power care, the display mode of the vegetable icon 225 will be a special mode. In other words, the vegetable icon 225 acquired by performing full-power care is displayed in a special mode. On the other hand, the vegetable icon 225 acquired by performing normal care is displayed in a normal mode.
[0362] Additionally, the current full power correction value is displayed near the vegetable icon display section 217. In the example shown in Fig. 34, full power care has been performed twice during the harvest preparation period, so "x1.3" is displayed near the vegetable icon display section 217. In this way, the vegetable icon display section 217 allows the number of vegetable icons 225 to be displayed in an identifiable manner, indicating the current amount of stored care information.
[0363] The vegetable information display field 218 is divided into five display areas. Each display area corresponds to one of the vegetable items. In each display area, an image identical to the vegetable icon 225 is displayed so that the corresponding vegetable item can be identified. In addition, the upper row of each display area displays the current storage limit number of the vegetable item corresponding to that display area as the denominator and the current number stored (number in possession) as the numerator.
[0364] Furthermore, the bottom row of each display area displays the number of vegetable items (hereinafter referred to as the "planned number of items") that will be awarded the next time the number of stored care information reaches a predetermined number (4 or 1). Here, the planned number of items is displayed as the current basic number of harvests plus the additional number of harvests, based on the care information stored during the current harvest preparation period. In other words, the planned number of items displayed in the vegetable information display field 218 does not take into account the full-power correction value. However, the planned number of items displayed in the vegetable information display field 218 may be, for example, the value obtained by adding the additional number of harvests to the basic number of harvests multiplied by the full-power correction value.
[0365] As the field level increases, the storage limit also increases. Therefore, when the field level increases based on the player's operation input, the display content of the vegetable information display field 218 is updated. Also, the field operation section 215f displays the currently held field points superimposed. Although not shown, the field points that can be acquired at the next harvest may be displayed near the vegetable information display field 218 on the top screen 210 and the training screen 220.
[0366] 35 is a fourth diagram illustrating the training screen 220. As shown in FIG. 35, a vegetable icon 225 is superimposed on each of the five item operation sections 221. As described above, one vegetable item is preset for each of the five training items. Therefore, the same vegetable icon 225 is always superimposed on the item operation sections 221 of the training screen 220.
[0367] However, the display mode of the vegetable icon 225 is either normal or special depending on the type of training, just like the top screen 210. In the example shown in Fig. 35, the stamina, guts, and intelligence training commands are set to a state where friendly training can occur. Therefore, the vegetable icon 225 superimposed on the stamina operation section 221b, guts operation section 221d, and intelligence operation section 221e is displayed in a special mode.
[0368] Furthermore, on the training screen 220, when an operation input is made to an item operation unit 221 once, the item operation unit 221 to which the operation input is made enters a provisionally selected state. In other words, on the training screen 220, the player can input provisional selection operations for a plurality of types of training commands. Then, the training command for which a provisional selection operation is input enters a provisionally selected state.
[0369] In this way, when a training command is in the provisionally selected state, the increase value of the vegetable item that increases based on the execution of the command in the provisionally selected state is displayed in the vegetable information display field 218. FIG. 35 shows the provisionally selected state of the stamina training command after a provisional selection operation is input to the stamina operation unit 221b. If the stamina training command is executed in this state, 22 is stored as the additional number of garlic harvests. Therefore, in the vegetable information display field 218, an increase number icon 218a is displayed in the display area corresponding to garlic. The increase number icon 218a displays "+22," which makes it possible to identify the planned number of grants (additional number of harvests) that will increase as a result of the execution of the command currently in the provisionally selected state.
[0370] FIG. 36 is a diagram illustrating an example of the maintenance completion screen 240. As described above, when training is performed, the training result report screen 220a is displayed as shown in FIG. 22C. The maintenance completion screen 240 is displayed following the training result report screen 220a. When an event occurs, the maintenance completion screen 240 may be displayed either before or after the event screen 220b shown in FIG. 22D is displayed. Furthermore, the maintenance completion screen 240 may be displayed before the training result report screen 220a.
[0371] Although not shown in the figure, the grooming completion screen 240 displays an image of the character to be trained grooming vegetables. The grooming completion screen 240 also displays a vegetable information display field 218 and an increase number icon 218a. The groomed vegetable items and the increase in the planned number of vegetable items to be given are also displayed. The grooming completion screen 240 is also displayed after the screen corresponding to a command is displayed when a command other than training is executed. Although not shown in the figure here, when grooming is performed in conjunction with the execution of training, the placed character placed in the training item is displayed on the grooming completion screen 240.
[0372] 37 is a diagram illustrating an example of the harvest screen 250. When the harvest conditions are met, the harvest screen 250 is displayed on the display 26. The harvest screen 250 is displayed, for example, following a screen corresponding to a command and the event screen 220b. As shown in FIG. 37, the harvest screen 250 notifies the number of vegetable items acquired and the increase in field points.
[0373] As described above, according to this embodiment, the game has the characteristic that the character to be trained acquires a vegetable item every four turns or every one turn. When the harvesting conditions are met, the harvest screen 250 is automatically displayed. In other words, in this embodiment, the player can harvest without requiring any special operation input. This reduces the number of operations required by the player, improving convenience. Furthermore, if the player were required to operate the harvest, there is a risk that the player will miss the harvest without realizing that the harvesting conditions have been met. According to this embodiment, when the harvesting conditions are met, the harvest is automatically performed, so there is no risk of the player suffering any losses.
[0374] The character to be trained can then use the acquired vegetable items to cook. Cooking will be described below.
[0375] FIG. 38 is a first diagram illustrating an example of a cooking menu. FIG. 39 is a second diagram illustrating an example of a cooking menu. FIG. 40 is a third diagram illustrating an example of a cooking menu. In this embodiment, a plurality of cooking menus (hereinafter simply referred to as menus) are provided, and the player can have the character to be trained prepare a dish from the selected menu. However, each menu has an unlock time.
[0376] Specifically, the menus are broadly divided into junior class, i.e., menus unlocked at the start of the training main game (hereinafter referred to as junior class menus), menus unlocked in classic class (hereinafter referred to as classic class menus), menus unlocked in senior class (hereinafter referred to as senior class menus), and menus unlocked during the final period (hereinafter referred to as final period menus).
[0377] Here, as shown in Figure 38, sandwiches and curry are provided as junior class menu items. Also, as shown in Figure 39, pot-au-feu, ramen, pizza, mapo tofu, and strawberry ice cream are provided as classic class menu items. Also, as shown in Figure 40, S pot-au-feu, S ramen, S pizza, S mapo tofu, and S strawberry ice cream are provided as senior class menu items, and an S plate is provided as a final period menu item.
[0378] In the Junior class, i.e., from turn 1 to turn 24, the character being trained can only cook Junior class menus. In the Classic class, i.e., from turn 25 to turn 48, the character being trained can cook Junior class menus and Classic class menus. In the Senior class, i.e., from turn 49 to turn 72, the character being trained can cook Junior class menus, Classic class menus, and Senior class menus. And in the Final period, the character being trained can cook all menus.
[0379] As shown in Figures 38 to 40, each menu item has a preset number of vegetables to consume. The character to be trained can cook each of the illustrated menu items by consuming the vegetables to consume. For example, to cook a sandwich, 25 carrots, 50 potatoes, and 50 strawberries are required among the vegetable items. In other words, each menu item can be cooked on the condition that the player possesses at least the vegetable items to consume for that menu item. Here, the later the menu item is unlocked, the more vegetables are consumed.
[0380] Each menu item has a set of cooking points that can be earned. The cooking points are earned by cooking each menu item. In other words, the character being trained can earn cooking points by cooking. Here, the later a menu item is released, the greater the cooking points that can be earned.
[0381] As shown in FIG. 40, all five types of vegetable items are set as consumable vegetables on the S Plate. The number of each vegetable item required to cook an S Plate is either 80 or 100. As will be described in more detail later, if certain conditions are met, the consumable vegetables on the S Plate will be 80, and if certain conditions are not met, the consumable vegetables on the S Plate will be 100.
[0382] In addition, for menus other than the S Plate, two or three types of vegetable items are set as the vegetables to be consumed. For menus other than the S Plate, the number of vegetables to be consumed is fixed. However, for menus other than the S Plate, a predetermined condition is set, and the number of vegetables to be consumed may change depending on whether or not the predetermined condition is met.
[0383] As described above, the character to be trained can earn cooking points by cooking. These cooking points are needed in various situations as the game progresses. Cooking points are described in detail below.
[0384] FIG. 41 is a diagram explaining the relationship between cooking events and cooking points. As described above, cooking events include the first tasting event, the second tasting event, the third tasting event, the fourth tasting event, and the big eating festival. As shown in the figure, each cooking event has a preset number of turns as its execution timing. When the turn set as the execution timing ends, the cooking event will automatically start.
[0385] Each cooking event has a preset result based on cooking points. Specifically, for the first tasting, a "Satisfied" result is set for cooking points of 999 or less, and a "Very Satisfied" result is set for cooking points of 1000 or more. Similarly, for the second, third, and fourth tastings, a "Satisfied" result is set for cooking points of 1999 or less, 4499 or less, and 6999 or less, respectively, and a "Very Satisfied" result is set for cooking points of 2000 or more, 4500 or more, and 7000 or more.
[0386] In contrast, for the Gourmet Festival, a "Satisfied" result is set for cooking points of 9999 or less, a "Very Satisfied" result is set for cooking points of 10000 or more but less than 11999, and a "Super Satisfied" result is set for cooking points of 12000 or more.
[0387] When a cooking event is executed, one of the results is determined based on the cooking points at that time. Note that here, the training main game continues regardless of the result of the cooking event. However, depending on the result of the cooking event, for example, if the result of the cooking event is "Satisfied" three times in a row, the training main game may end at that point.
[0388] FIG. 42 is a diagram illustrating an example of an event effect. Each cooking event has a preset event effect for each result. When a cooking event is performed, an event effect is brought about according to the result. For example, in any cooking event, if the result is "Satisfied", an event effect is brought about in which a predetermined ability parameter increases. Note that the increase in the ability parameter when the result is "Satisfied" may be different for each cooking event or the same. Furthermore, the type of ability parameter that increases when the result is "Satisfied" may be different for each cooking event or the same.
[0389] Furthermore, in any cooking event, if the result is "Very Satisfied", an event effect is brought about in which a predetermined ability parameter increases. Note that the increase in the ability parameter when the result is "Very Satisfied" may be different for each cooking event or may be the same. Also, the type of ability parameter that increases when the result is "Very Satisfied" may be different for each cooking event or may be the same.
[0390] In addition, here, when the result is "very satisfied," the increase in the ability parameter is greater than when the result is "satisfied." However, the increase in the predetermined ability parameter may be the same when the result is "very satisfied" and when the result is "satisfied."
[0391] Furthermore, in any cooking event, if the result is "Very Satisfied," an event effect of restoring stamina is brought about. Note that the amount of stamina restored may be different for each cooking event, or may be the same.
[0392] Furthermore, if the results of the first and second tastings are "Very Satisfied", an event effect will be activated that increases the cooking effect of Classic-class menu items. Also, if the results of the third and fourth tastings are "Very Satisfied", an event effect will be activated that increases the cooking effect of Senior-class menu items. Also, if the result of the fifth tasting is "Very Satisfied", an event effect will be activated that increases the cooking effect of S-plate items.
[0393] As will be explained in more detail later, each menu item is linked to a cooking effect that can be activated when cooking is performed. If the result of the cooking event is "Very Satisfied," the event effect is that the cooking effect that can be activated by cooking increases. Furthermore, if the result of the Gourmet Festival is "Super Satisfied," in addition to the event effect of "Very Satisfied," the event effect is that the amount of vegetables consumed on the S Plate is reduced.
[0394] In other words, if the result of the Gourmet Festival is "Super Satisfied," the amount of each vegetable item consumed when cooking an S Plate during the final period will be 80. On the other hand, if the result of the Gourmet Festival is "Satisfied" or "Very Satisfied," the amount of each vegetable item consumed when cooking an S Plate during the final period will be 100. Therefore, if the result of the Gourmet Festival is "Super Satisfied," an event effect will be brought about in which the number of vegetables consumed when cooking an S Plate will be reduced by 20 for all vegetable items. Note that once an event effect is activated, it will continue until the end of the main training game.
[0395] As described above, cooking points are used as a parameter for determining the outcome of a cooking event. When a cooking event is executed, an event effect is brought about according to the outcome of the cooking event. In this case, the event effect is greater for "Very Satisfied" than for "Satisfied," and the event effect is greater for "Super Satisfied" than for "Very Satisfied." Therefore, the higher the cooking points, the greater the event effect brought about by executing the cooking event.
[0396] FIG. 43 is a diagram illustrating an example of a cooking point effect. During the training main game, a cooking point effect according to cooking points is provided in addition to the event effect of the cooking event described above. Cooking points are accumulated during the training main game and do not decrease. When the cooking points accumulated during the training main game reach or exceed a threshold, the cooking point effect set for each threshold becomes effective. Once the cooking point effect becomes effective, it will continue until the training main game ends.
[0397] If the cooking points are less than 300, the cooking point effects are disabled. On the other hand, if the cooking points are 300 or more, the cooking point effects according to the accumulated cooking points are enabled. Specifically, if the cooking points are 300 or more, the cooking point effects of increasing training effect, increasing acquired skill points, increasing proficiency rate, and increasing the number of fans acquired are enabled.
[0398] Among the cooking point effects, the training effect increase increases the increase in ability parameters when training is successful. Among the cooking point effects, the acquired skill point increase increases the skill points acquired when training is successful. Among the cooking point effects, the proficiency rate increase increases the probability that a support character will be placed in a specialty training. The number of fans acquired increases the number of fans acquired by entering races, etc. The more cooking points accumulated, the higher the cooking point effect, as shown in the figure.
[0399] Cooking points are also used as a parameter when deriving the cooking result. Specifically, cooking has two possible results: "success" and "great success." When cooking is performed, either a "success" or a "great success" result is derived. If the cooking result is "great success," a more advantageous cooking effect is achieved than if the cooking result was "success."
[0400] Specifically, when cooking is performed, a lottery is held to determine whether the cooking result will be a "success" or a "great success." In this lottery, the probability of deriving a "great success" result, i.e., the lottery ratio, is set based on the cooking result calculation points. As an example, the probability of a "great success" has a fixed denominator of 1000, and the numerator is the cooking result calculation points at that time. The cooking result calculation points are parameters stored to derive the cooking result, and are calculated based on the cooking points.
[0401] For example, when cooking for the first time, the character to be trained does not have any cooking result calculation points. Therefore, the probability of a "great success" in this case is 0 / 1000, and the cooking result will always be a "success." In this case, if the menu cooked is a junior-level menu, the character to be trained will earn "250" cooking points. If the cooking result is a "success," the same value as the cooking points earned by cooking will be added to the cooking result calculation points.
[0402] Therefore, in the above example, the cooking result calculation points are updated to "250" due to the "success" of the first cooking attempt. Then, when the second cooking attempt is made, the probability of a "great success" becomes 250 / 1000. Therefore, the probability that the result of the second cooking attempt will be a "great success" is 1 / 4. At this time, if the result of the cooking attempt is determined to be a "success" by lottery, the same value as the cooking points earned is added again to the cooking result calculation points. Therefore, if the menu for the second cooking attempt is a junior-level menu, the cooking result calculation points after the second cooking attempt will be 250 + 250 = 500.
[0403] Then, when the third cooking is performed, the probability of a "great success" becomes 500 / 1000. Therefore, the probability that the result of the third cooking will be a "great success" becomes 1 / 2. At this time, if the result of the cooking is determined to be a "great success" by lottery, the cooking result calculation points are reset to 0. As a result, the result of the next cooking will always be a "success."
[0404] In this way, the higher the cooking result calculation points, the higher the probability of a "great success." When the cooking result calculation points reach 1000, the cooking result will always be a "great success." Here, the cooking result calculation points are capped at 1000, and cooking result calculation points exceeding the cap will not be carried over when the cooking result is a "success." However, it is not necessary to set a cap on cooking result calculation points. In this case, cooking result calculation points exceeding the cap may be carried over when the cooking is a "great success."
[0405] The above-described method of determining the cooking result is merely an example. For example, the cooking result may always be determined by lottery with a certain probability. Alternatively, the cooking result may be predetermined for each cooking session.
[0406] FIG. 44 is a diagram illustrating an example of a cooking effect. Cooking effects are broadly divided into first cooking effects and second cooking effects. First cooking effects are set to an activation state, while second cooking effects are activated immediately. For example, second cooking effects that activate immediately include those that increase the bond parameters of all support characters by 3, those that restore stamina by 5, those that restore stamina by 10, and those that restore stamina by 100. These second cooking effects are reflected immediately when cooking is performed.
[0407] The first cooking effects that can be activated include those that increase the training effect and those that increase the race bonus. As shown in the figure, the later the menu is released, the greater the increase in training effect or race bonus due to these first cooking effects.
[0408] The first cooking effect is only valid during the turn in which the cooking is performed. As mentioned above, cooking is classified as a second command, and the turn does not end even when cooking is performed. A player can only perform a cooking command once per turn. Therefore, the player must first cook a dish to activate the desired first cooking effect. Then, the player can enjoy the benefits of the first cooking effect by performing a training or race command in the same turn.
[0409] Here, the first cooking effect is effective only in the current turn, but the effective period of the first cooking effect is not limited to this. For example, the first cooking effect may be effective for a predetermined turn after the next turn. Also, for example, the first cooking effect may be effective not only for one turn but also across multiple turns. Also, the effective period of the first cooking effect may differ depending on the menu.
[0410] Here, each menu is linked to a training item that is a target of a cooking effect, and the first cooking effect that increases the training effect is only effective for the training item that is a target of the cooking effect. For example, the training items of speed, power, and intelligence are linked to a sandwich as training items that are a target of the cooking effect. Therefore, if speed, power, or intelligence training is performed on a turn when the first cooking effect is ready to be activated by cooking a sandwich, the training effect will increase by 15% due to the first cooking effect. On the other hand, if stamina or perseverance training is performed on a turn when the first cooking effect is ready to be activated by cooking a sandwich, the training effect will not increase due to the first cooking effect.
[0411] In Figure 44, the cooking effect target training linked to each menu is indicated by a circle. Here, as shown in the figure, three training items are linked to the junior level menu as cooking effect target training. In addition, one training item is linked to each of the classic level menu and senior level menu as cooking effect target training. In addition, all training items are linked to the S plate as cooking effect target training. Therefore, the player must decide on a cooking menu after taking into account the training items to be performed in that turn.
[0412] Figure 45 is a diagram illustrating an example of the additional cooking effect when the cooking result is a great success. If the cooking result is a "great success," in addition to the cooking effects described above, additional cooking effects occur. Additional cooking effects include stamina recovery, mood increase, bond parameter increase, one clone, two clones, and maximum stamina increase. The additional cooking effect of stamina recovery is, for example, restoring stamina by 10. The additional cooking effect of mood increase is increasing mood by one level. The additional cooking effect of bond parameter increase is increasing the bond parameter of the support character by a predetermined value.
[0413] One clone of the additional cooking effect is one of the characters placed in another training item that is cloned for the cooking effect training of the cooking performed in that turn. For example, suppose the cooking effect training is speed, and the result of cooking pot-au-feu is a "great success." In this case, one character is selected by lottery from among the characters placed in training items other than speed. The character selected by lottery is then also placed in the speed training. Therefore, in this case, one character is placed in multiple training items.
[0414] The additional cooking effect of "Two Clone" creates two clones of a character placed in another training item for the cooking effect training of the cooking performed in that turn. The clone method is the same as for the single clone above. The additional cooking effect of "Maximum Stamina Increase" increases the maximum stamina, i.e., the upper limit of stamina, by 4.
[0415] When a cooking is a great success, one of the six additional cooking effects listed above is guaranteed to be granted. At this time, the additional cooking effect granted as a guarantee is determined by a guarantee lottery. The winning rate for the additional cooking effect in this guarantee lottery is preset for each menu. Specifically, as shown in Figure 45, if the menu that results in a "great success" is a junior-level menu, the winning probability in the guarantee lottery is 34% for stamina recovery, 33% for mood boost, and 33% for bond parameter boost.
[0416] Furthermore, if the "Great Success" menu is a classic-level menu, the guaranteed lottery will have a 30% chance of winning stamina recovery, a 30% chance of boosting mood, and a 40% chance of winning one clone. Furthermore, if the "Great Success" menu is a senior-level menu, the guaranteed lottery will have a 30% chance of winning stamina recovery, a 20% chance of boosting mood, and a 50% chance of winning one clone. Furthermore, if the "Great Success" menu is a final period menu, the guaranteed lottery will have a 100% chance of winning mood boost. In this way, if the cooking result is a "Great Success," one of the additional cooking effects will be activated through the guaranteed lottery.
[0417] Furthermore, if the cooking result is a "great success," in addition to the guaranteed lottery, an individual lottery is held to determine whether or not each additional cooking effect can be activated. The winning probability of this individual lottery is preset for each additional cooking effect and menu.
[0418] Specifically, if the result of cooking a junior-level menu is a "great success," there is a 10% chance of winning the maximum stamina increase, and other additional cooking effects cannot be won individually. Therefore, if the result of cooking a junior-level menu is a "great success," in addition to the one additional cooking effect won in the guaranteed lottery, the additional cooking effect of increasing maximum stamina can be activated.
[0419] Additionally, if the result of cooking a classic menu is a "great success," there is a 10% chance of winning each of the following: stamina recovery, mood boost, one clone, and maximum stamina boost, and a 30% chance of winning a bond parameter boost. Therefore, if the result of cooking a classic menu is a "great success," in addition to the one additional cooking effect won in the guaranteed lottery, multiple additional cooking effects won in individual lotteries may be activated.
[0420] In addition, if the additional dish effect won in the guaranteed lottery and the additional dish effect won in the individual lottery are the same, one additional dish effect may be activated twice. Alternatively, the individual lottery may not be executed for the additional dish effect won in the guaranteed lottery. Also, an upper limit may be set on the number of additional dish effects that are activated by winning the individual lottery. Furthermore, although the guaranteed lottery and the individual lottery are executed here, only one of the guaranteed lottery or the individual lottery may be executed. Also, the additional dish effect is not required.
[0421] Furthermore, although a detailed explanation is omitted, if the cooking result is a "great success," in addition to the additional cooking effect described above, the character being trained can also acquire a skill hint. The skill hint acquired by the character being trained in this case is the skill hint set for the character placed in the cooking effect training of the menu that resulted in a "great success."
[0422] In this embodiment, various cooking effects are imparted by cooking. Here, the cooking effects provided are training effect increase, race bonus increase, and clone, which do not depend on the command selected by the player, and bond parameter increase, stamina recovery, condition increase, and maximum stamina increase, which are imparted regardless of the command selected. However, these cooking effects are merely examples, and for example, only effects that do not depend on the command selected by the player may be provided. Alternatively, only effects that impart cooking effects regardless of the command selected by the player may be provided. Furthermore, for example, cooking effects that increase a predetermined ability parameter or skill points may be provided.
[0423] 21 and 35, a cooking operation section 221f is provided on the training screen 220. The cooking operation section 221f is arranged alongside the above-mentioned five item operation sections 221 on the training screen 220. When an operation input is made to the cooking operation section 221f, a cooking confirmation screen 260 is displayed.
[0424] FIG. 46 is a diagram illustrating an example of the dish confirmation screen 260. A great success rate gauge 261 is provided at the top of the dish confirmation screen 260. The great success rate gauge 261 visually indicates the ratio of the current cooking result calculation points to the cooking result calculation points required for the result of the next cooking event to be "very satisfied." The dish confirmation screen 260 also has a priority menu display field 262.
[0425] As will be described in more detail below, when any training item is temporarily selected on the training screen 220, one of the menus is set to a priority state for the temporarily selected training item. The menu set to a priority state is a menu whose cooking effect target training includes the temporarily selected training item. When the cooking operation unit 221f is operated to display the cooking confirmation screen 260, the menu set to a priority state is displayed in the priority menu display field 262 as a recommended menu.
[0426] The priority menu display field 262 displays the name of the menu set to the priority state, i.e., the type of menu, in text. The priority menu display field 262 also displays a menu icon 262a provided for each menu. The menu icon 262a is an image of what each menu will look like when the dish is completed, and is different for each menu. The player can easily understand which menus have been set to the priority state from the menu icon 262a.
[0427] The priority menu display field 262 also displays the cooking points and cooking effects that will be earned when a menu set to the priority state is cooked. The priority menu display field 262 also displays the vegetables that will be consumed when cooking a menu set to the priority state. The bottom of the priority menu display field 262 also displays the current cooking points and the updated cooking points that will be obtained when a menu set to the priority state is cooked. The bottom of the cooking confirmation screen 260 also displays the number of vegetable items that will be stored after cooking a menu set to the priority state.
[0428] The cooking confirmation screen 260 is also provided with a presentation switching operation unit 263. When cooking is performed, a cooking presentation is executed, but this cooking presentation can be skipped. In the presentation skip on state, the cooking presentation is skipped, and only the result presentation that notifies the result of the cooking is executed. In the presentation skip off state, the cooking presentation is executed, and after the cooking presentation is executed, the result presentation is executed. Each time an operation input is made to the presentation switching operation unit 263, the state switches between the presentation skip on state and the presentation skip off state.
[0429] The dish confirmation screen 260 is also provided with an execution operation unit 264 and a cancel operation unit 265. When the execution operation unit 264 is operated, the dish of the menu set to the priority state is executed. In other words, when the execution operation unit 264 is operated, the dish command is executed. When the cancel operation unit 265 is operated, the dish confirmation screen 260 is hidden and the training screen 220 is displayed. A change operation unit 266 is also provided near the priority menu display field 262. When the change operation unit 266 is operated, a dish change screen 270 is displayed on the display 26.
[0430] Figure 47 is a diagram illustrating an example of the dish change screen 270. A great success rate gauge 261 is provided at the top of the dish change screen 270. A plurality of menu selection fields 271 are displayed on the dish change screen 270. Two menu selection fields 271 are shown in Figure 47, but by scrolling the dish change screen 270 up or down, other menu selection fields 271 (not shown) are displayed on the dish change screen 270.
[0431] Each menu selection field 271 is linked to one menu. Information about the menu linked to the menu selection field 271 is displayed in the menu selection field 271. Here, for each menu selection field 271, the name of the menu linked to the menu selection field 271 is displayed in text. Also, in the menu selection field 271, a menu icon 262a corresponding to the menu linked to the menu selection field 271 is displayed.
[0432] The menu selection field 271 also displays the cooking points and cooking effect that will be acquired when the menu linked to the menu selection field 271 is cooked. The menu selection field 271 also displays the vegetables that will be consumed when cooking the menu linked to the menu selection field 271.
[0433] The menu selection field 271 functions as an operation unit that accepts operation inputs from the player. Specifically, the menu selection field 271 accepts a change operation from the player to change the priority menu. When the dish change screen 270 is displayed, of the multiple menu selection fields 271, the menu selection field 271 linked to the menu that is set to the priority state is displayed at the top. Furthermore, at this time, the menu selection field 271 linked to the menu that is set to the priority state is displayed more highlighted than the other menu selection fields 271.
[0434] Furthermore, the menu selection field 271 for a menu item for which the number of stored vegetable items (possessed number) is less than the number of vegetables to be consumed, that is, a menu item for which there are not enough vegetables to be consumed and the menu cannot be cooked, is displayed grayed out. The example shown in Fig. 47 shows a case where there is not enough vegetables to be consumed for curry, and the menu selection field 271 linked to curry is displayed grayed out. The menu selection field 271 for a menu item for which there are not enough vegetables to be consumed does not accept a change operation by the player.
[0435] On the other hand, the menu selection field 271 where the number of stored vegetable items is equal to or greater than the number of vegetables to be consumed and which is linked to a menu that can be cooked can accept a change operation by the player. When the change operation is accepted, the menu selection field 271 where the change operation has been input is highlighted. In this state, the menu linked to the menu selection field 271 where the change operation has been input is temporarily prioritized.
[0436] When the confirmation operation unit 272 on the dish change screen 270 is operated while any menu is in temporary priority state, the menu in temporary priority state is set to priority state. Furthermore, when the confirmation operation unit 272 is operated, the dish change screen 270 is hidden and the dish confirmation screen 260 is displayed. At this time, the priority menu display field 262 on the dish confirmation screen 260 displays information about the menu selected by the player on the dish change screen 270, i.e., the menu in the changed priority state. In this state, when the execution operation unit 264 on the dish confirmation screen 260 is operated, the dish of the menu newly set to priority state is executed.
[0437] In this way, the player can change the menu to be cooked on the dish change screen 270. Here, when the confirmation operation unit 272 is operated, the screen transitions from the dish change screen 270 to the dish confirmation screen 260. However, when the confirmation operation unit 272 is operated, a dish of a menu that is set to the provisional priority state or the priority state may be executed.
[0438] Furthermore, when the cancel operation unit 273 is operated on the dish change screen 270, the temporary priority state of the menu is discarded and the dish confirmation screen 260 is displayed. In this case, the priority menu display field 262 on the dish confirmation screen 260 displays the same menu as before the dish change screen 270 was displayed.
[0439] Furthermore, a narrowing down operation section 274 is displayed on the dish change screen 270. The narrowing down operation section 274 includes five training icons 275. Each of the five training icons 275 corresponds to one of the five training items. By operating the training icons 275, the player can narrow down the menus displayed on the dish change screen 270. Here, a menu in which the training item corresponding to the training icon 275 selected by the player is set as the cooking effect target training is extracted.
[0440] Then, the menu selection column 271 linked to the extracted menu is displayed in the menu selection column 271. That is, the player can narrow down the search of the menus displayed on the dish change screen 270 by operating the training icon 275. When a narrowed search is performed, a menu that is set to a priority state may be displayed in the top menu selection column 271.
[0441] As described above, each menu item has a preset release time, and unreleased menu items are not displayed on the dish change screen 270. Therefore, for example, only junior level menu items may be displayed on the dish change screen 270 up to the 24th turn of the junior level. Also, for example, only junior level menu items and classic level menu items may be displayed on the dish change screen 270 from the 25th turn to the 48th turn of the classic level. However, unreleased menu items may also be displayed on the dish change screen 270. In this case, since unreleased menu items cannot be cooked, they may be configured to be grayed out, as in the case where there is a shortage of vegetables to consume, so that no change operations can be made.
[0442] In this embodiment, the cooking command is the second command, and the turn does not end even if cooking is performed. Furthermore, when cooking is performed, a cooking effect is provided based on the menu of the performed cooking. This cooking effect includes a first cooking effect of increasing training effect, and this first cooking effect of increasing training effect becomes active in the turn. In other words, when cooking is performed, the first cooking effect of increasing training effect becomes available for activation.
[0443] However, since the first cooking effect of the training effect increase is set to a cooking effect target training, when cooking, the player needs to check whether the training item that the player is going to select in that turn is set to a cooking effect target training.
[0444] For example, suppose that in a turn in which a player is scheduled to perform speed training, the player executes a cooking command before executing the training command. In this case, it is desirable to cook a menu in which the speed training item is set as the training to be affected by the cooking effect. However, if the player were to select a menu in which the speed training item is set as the training to be affected by the cooking effect from among a large number of menus, the player's operation may become extremely complicated. Therefore, in this embodiment, when a training item is provisionally selected, a menu that is considered to be the most desirable for the provisionally selected training item is set to a priority state.
[0445] FIG. 48 is a diagram illustrating an example of the priority of menus for each training item. In FIG. 48, the vertical axis shows menus, and the horizontal axis shows five training items. The circles in FIG. 48 indicate the training items set as the cooking effect target training for each menu shown on the vertical axis. Specifically, FIG. 48 shows that the cooking effect target training for sandwiches is the training items of speed, stamina, and power. Also, for example, FIG. 48 shows that sandwiches, curry, pot-au-feu, S pot-au-feu, and S plate are menus that include the training item of speed in the cooking effect target training.
[0446] For each training item, a priority order of the menu items that will be prioritized is set in advance. In Figure 48, the number shown to the right of the circle indicates the priority order. For example, for the speed training item, the priority order is set as follows: S Plate is first, S Pot-au-feu is second, Pot-au-feu is third, Sandwich is fourth, and Curry is fifth.
[0447] As shown in the figure, the training items for stamina, power, guts, and intelligence are also assigned a pre-set priority from 1st to 4th. Here, a priority is assigned to each training item only for the menu in which the training item is set as a training item subject to cooking effects. Here, the greater the first cooking effect, the higher the priority is assigned to the menu.
[0448] When any training item is provisionally selected on the training screen 220, one menu item is identified as a priority item for the provisionally selected training item. The priority menu item is identified according to extraction conditions. Here, the extraction conditions include that the provisionally selected training item is a menu item set as a cooking effect target training item, and that the menu item is unlocked.
[0449] Therefore, for example, if the power training item is provisionally selected for the Classic class, the S pizza on the Senior class menu and the S plate on the Final period menu do not satisfy the extraction conditions. Therefore, in this case, sandwiches and pizzas that satisfy the extraction conditions are extracted. Then, among the menus extracted as described above, the menu with the highest priority is identified as the menu to be prioritized. In the above example, pizza has the third highest priority and sandwiches have the fourth highest priority, so pizza is identified as the menu to be prioritized. This menu identification is performed for each training item.
[0450] For example, FIG. 22A shows a tentatively selected state of a power training item. At this time, it is assumed that sandwich is specified as the menu to be prioritized according to the above extraction conditions. Therefore, in this case, the menu icon 262a corresponding to sandwich is displayed on the cooking operation unit 221f. Also, for example, FIG. 22B shows a tentatively selected state of a stamina training item. At this time, it is assumed that curry is specified as the menu to be prioritized according to the above extraction conditions. Therefore, in this case, the menu icon 262a corresponding to curry is displayed on the cooking operation unit 221f.
[0451] For example, suppose that the stamina operation unit 221b is operated in the state shown in FIG. 22A. In this case, the sandwich menu icon 262a displayed in the cooking operation unit 221f is changed to the curry menu icon 262a as shown in FIG. 22B. In this way, by switching the training command in the provisionally selected state, the menu icon 262a in the cooking operation unit 221f, which is a cooking command, is switched. This allows the player to easily identify the menu that will activate the most effective first cooking effect when the provisionally selected training is performed.
[0452] In some cases, a menu item set to a priority state, i.e., a menu item for which the menu icon 262a is displayed on the cooking operation unit 221f, cannot be cooked due to a lack of vegetables to be consumed. In this case, the cooking operation unit 221f is displayed in gray. This allows the player to understand that the recommended menu item cannot be cooked.
[0453] For example, if the highest priority menu item cannot be cooked due to a shortage of vegetables to be consumed, the highest priority menu item among the menu items that can be cooked may be set to the priority state.
[0454] Here, it is assumed that a menu priority is set for each training item. However, each time the provisionally selected training is changed or each time a turn begins, the most effective menu may be extracted according to a predetermined algorithm. For example, suppose a menu is provided in which the cooking effect changes depending on the parameters of the character being trained. In this case, the most effective menu for the same training may change. In such a case, it is preferable to identify the menu to be displayed each time based on the level of effectiveness.
[0455] As described above, according to this embodiment, the player can input a provisional selection operation (here, a first operation to the item operation unit 221, as an example) for a plurality of first-type commands (here, five training commands, as an example) linked to any of a plurality of types of parameters (here, ability parameters, as an example) that are updated as the game progresses. Also, the player can input a selection operation (here, a second operation to the item operation unit 221 and an operation to the execution operation unit 264, as an example) for a first-type command in a provisionally selected state for which a provisional selection operation has been input, and for a plurality of second-type commands (here, cooking commands for each menu, as an example) that can activate an effect related to any of the first-type commands (here, a first cooking effect of improving training effect, as an example).
[0456] When a selection operation is input for a first-type command, a parameter associated with the first-type command for which the selection operation was input is updated. When a selection operation is input for a second-type command, a utility can be activated based on the second-type command for which the selection operation was input.
[0457] Then, a second-type command that can activate a utility related to the provisionally selected first-type command is specified, and the specified second-type command is displayed in an identifiable manner for the provisionally selected first-type command (here, as an example, the menu icon 262a of the cooking operation unit 221f). This eliminates the need for cumbersome operations such as having to check the training items that bring about cooking effects for each training item, improving convenience for the player.
[0458] Furthermore, in accordance with a change in the provisionally selected first-type command, the identifiably displayed second-type command may be changed, thereby further improving convenience for the player.
[0459] Furthermore, the second-type command specified for the first-type command in the provisionally selected state is prioritized, and a selection operation can be input for the prioritized second-type command, which further improves convenience for the player.
[0460] Also, a confirmation screen (here, as an example, the cooking confirmation screen 260) is displayed, which allows a selection operation to be input for the second-type command in the prioritized state. On the confirmation screen, a change operation (here, as an example, an operation on the change operation unit 266) for changing the second-type command in the prioritized state can be input. This further improves convenience for the player.
[0461] Furthermore, a second-type command that enables the activation of the most advantageous utility among the utilities associated with the provisionally selected first-type command is identified, thereby further improving convenience for the player.
[0462] Furthermore, the player can input a selection operation for a second-type command that satisfies a preset selection condition (here, as an example, the number of stored vegetable items is equal to or greater than the number of vegetables to be consumed). If the specified second-type command does not satisfy the selection condition, the specified second-type command is displayed in an identifiable manner as being unselectable (here, as an example, the cooking operation unit 221f is displayed grayed out). This further improves convenience for the player.
[0463] In this embodiment, the priority order of the menu to be prioritized is set in advance for each training item. That is, specific conditions for identifying the menu to be prioritized, in other words, specific conditions for identifying the second-type command, are set in advance. However, as described above, being the most effective menu may be set as the specific condition for identifying the menu to be prioritized. Furthermore, the player may be able to input a setting operation to set the specific conditions for identifying the second-type command, and the second-type command may be identified in accordance with the set specific conditions.
[0464] For example, as a specific condition, the player may be able to set that only cookable menus among the menus included in the cooking effect target training for the provisionally selected training item are to be specified. Alternatively, the player may be able to set that the menu with the least amount of vegetables consumed among the menus included in the cooking effect target training for the provisionally selected training item is to be specified. Furthermore, for example, the player may be able to select in advance the menus that can be specified. As an example, a setting may be possible in which only classic-level menus are to be specified.
[0465] Furthermore, in this embodiment, a prioritized menu, i.e., a recommended menu, can be identified by displaying one menu icon 262a on the cooking operation section 221f of the training screen 220. However, for example, a list of multiple second-type commands (menus) may be displayed, and a second-type command identified for a provisionally selected first-type command (training command) may be highlighted. In any case, it is sufficient that the prioritized menu is displayed in an identifiable manner, and the specific display manner is not limited to this embodiment.
[0466] As described above, when the execution operation unit 264 is operated on the dish confirmation screen 260, the dish of the priority menu is executed. At this time, if the effect skip off state is set, the cooking effect is executed. The cooking effect will be explained below.
[0467] Figure 49 is a diagram illustrating an example of the presentation parts of a cooking presentation. The cooking presentation is broadly divided into a first half presentation and a second half presentation. The first half presentation includes a first part and a second part, and the second half presentation includes a third part and a fourth part. In the cooking presentation, the second half presentation is executed after the first half presentation is executed. Here, the cooking presentation is executed in the order of first part → second part → third part → fourth part.
[0468] The first part is a production in which the food is cooked, and an image of the character cooking the food is displayed. The second part is a cut-in production in which a cut-in image is displayed. Both the first and second parts are productions that suggest the outcome of the cooking. Specifically, both the first and second parts are productions that suggest the possibility that the outcome of the cooking will be a "great success." Therefore, the outcome of the cooking is hinted at in the first half of the production.
[0469] The third part is a presentation in which the food is eaten, and an image of the character eating the food is displayed. The fourth part is a result presentation in which the result of the cooking is announced, and an image is displayed in which the result of the cooking is announced, whether it is a "success" or a "great success." Therefore, in the latter half of the presentation, the result of the cooking is announced.
[0470] In addition, in the second part, it may be announced whether the cooking result is a "success" or a "great success," and in the fourth part, it may be announced the cooking effect obtained by performing the cooking.
[0471] Here, in the first part, a main character and a sub-character appear. The main character that appears in the first part is a character to be trained. The sub-characters are characters other than the characters to be trained, including the members who appear. In the first part, an image is displayed showing the main character and sub-characters cooking. In the first part, one main character and one or two sub-characters always appear.
[0472] As will be described in more detail later, in the first part, if there are two sub-characters, the cooking result is more likely to be a "great success" than if there is only one. In this way, in the first part, the result of the cooking is suggested by the number of sub-characters. Although a detailed explanation will be omitted, after the number of sub-characters is determined, one or two characters are selected by lottery from among the characters appearing in FIG. 17B as sub-characters. In other words, the character IDs of the characters to be selected as sub-characters are determined in the sub-character lottery. Note that the sub-characters may be selected from among the support characters rather than from among the characters appearing.
[0473] FIG. 50A is a diagram illustrating an example of the presentation of the first part. FIG. 50B is a diagram illustrating an example of the presentation of the second part. As shown in FIG. 50A, in the first part, a presentation image is displayed in which the main character and sub-characters each cook. After that, as shown in FIG. 50B, a cut-in image is displayed in the second part. The main character is displayed in the cut-in image. At this time, an effect is applied to the cut-in image, and the color of the effect suggests the outcome of the cooking. For example, a yellow effect suggests that the possibility of a "great success" is low, and a red effect suggests that the possibility of a "great success" is high. Also, for example, if the effect is rainbow-colored, the outcome of the cooking will always be a "great success."
[0474] FIG. 51A is a diagram illustrating an example of the presentation of the third part. FIG. 51B is a diagram illustrating an example of the presentation of the fourth part. In the third part, as shown in FIG. 51A, a table is displayed, and then an image of a presentation in which many characters sit at the table and eat food is displayed. Although a detailed explanation will be omitted, the characters that appear in the third part are also determined by lottery. Then, when the presentation of the third part ends, the presentation of the fourth part is executed, and as shown in FIG. 51B, a result presentation is executed. In the result presentation, "Success" or "Great Success" is displayed, and the result of the cooking is announced.
[0475] FIG. 52A is a diagram illustrating an example of a presentation scene. There are multiple execution patterns for the presentation of the first part. Each execution pattern for the presentation of the first part includes one of seven presentation scenes from scene 1 to scene 7. The first part is composed of some or all of the seven presentation scenes. Specifically, each presentation scene has a corresponding menu. Each execution pattern for the presentation of the first part is composed of multiple presentation scenes in which the food menu matches the corresponding menu.
[0476] FIG. 52B is a diagram illustrating an example of menu classification. Here, each menu is classified into either or both of menus that use carrots and menus that use cooking. As shown in FIG. 52B, menus that use carrots are classified into sandwiches, curry, pot-au-feu, mapo tofu, strawberry ice cream, S pot-au-feu, S mapo tofu, S strawberry ice cream, and S plates. Menus that use cooking are classified into curry, pot-au-feu, ramen, pizza, mapo tofu, S pot-au-feu, S ramen, S pizza, S mapo tofu, and S plates.
[0477] As shown in FIG. 52A, the menu corresponding to the first scene is a menu that uses carrots. Therefore, if the cooking menu is classified as a menu that uses carrots, the first part will include the first scene. Also, if the cooking menu is classified as a menu that uses fire, the first part will include the second and third scenes. Note that the fourth to seventh scenes correspond to all menus.
[0478] To explain using an example, suppose the menu item is a sandwich. Sandwiches are classified as a menu item that uses carrots, but are not classified as a menu item that uses fire. Therefore, the execution pattern of the first part of the performance corresponding to the sandwich is composed of a combination of any of the five scenes: Scene 1, Scene 4, Scene 5, Scene 6, and Scene 7.
[0479] For example, suppose the menu item is ramen. Ramen is classified as a dish that requires cooking with fire, but is not classified as a dish that requires carrots. Therefore, the execution pattern of the first part of the performance corresponding to ramen is composed of a combination of any of the six scenes: the second scene, the third scene, the fourth scene, the fifth scene, the sixth scene, and the seventh scene.
[0480] Also, for example, suppose the food menu is curry. Curry is classified into both a menu that uses carrots and a menu that uses fire. Therefore, the execution pattern of the first part of the presentation corresponding to curry is composed of a combination of any of the seven scenes from scene 1 to scene 7. In this way, the execution pattern of the first part of the presentation includes different presentation scenes depending on the food menu.
[0481] However, the execution pattern of the first part of the effect may include all effect scenes corresponding to the menu. Also, for example, when the execution pattern of the first part of the effect is determined, the scene corresponding to the menu may be determined by lottery. In this case, it is preferable that the effect including the scene selected by lottery is executed.
[0482] As shown in FIG. 52A, the first scene, for example, shows the main character using a knife in the cutting board space. The second scene shows the main character stirring a pot. The third scene shows the main character shaking a frying pan on the stove. The fourth scene shows the main character mixing a bowl in the work space. The fifth scene shows the main character washing vegetables in the sink. The sixth scene shows the main character carrying a pot. The seventh scene shows the main character checking the situation. However, the content of the presentation of each presentation scene shown in FIG. 52A is merely an example, and the content of the presentation can be set as appropriate.
[0483] FIG. 53A is a first diagram illustrating a performance execution pattern. FIG. 53B is a second diagram illustrating a performance execution pattern. FIG. 53C is a third diagram illustrating a performance execution pattern. FIG. 53D is a fourth diagram illustrating a performance execution pattern. The performance image of the first part is generated by capturing an image of a preset virtual space with a virtual camera. The virtual space is a 3D space, and as shown in FIG. 53A, a kitchen is designed with a cutting board space, a work space, a stove, and a sink. Here, a common virtual space is used for all performance execution patterns of the first part.
[0484] In each execution pattern of the effect, camera information such as the position, angle, zoom magnification, etc. of the virtual camera that captures the virtual space is set in advance for each execution scene. For example, in the first execution pattern, camera information is set in the first scene that captures the cutting board space from the front side of the cutting board space, as shown in Fig. 53A. Furthermore, although not shown in the figures, camera information is also set in advance for each of the other execution scenes in this first execution pattern.
[0485] For example, in the second execution pattern, camera information is set for the fourth scene, as shown in FIG. 53C, capturing an image of the inside of the kitchen from between the work space and the stove. Furthermore, in the third execution pattern, camera information is set for the fourth scene, as shown in FIG. 53D, capturing an image of the inside of the kitchen from the front side of the cutting board space. Thus, each execution pattern is set with camera information for capturing an image of the virtual space. Although not shown, camera information is also set in advance for the second and third execution patterns for other performance scenes besides the fourth scene.
[0486] In addition to the camera information described above, each execution pattern of the first part of the performance is linked to performance information for each character placed in the virtual space. Here, the performance information includes position information and motion information. Position information is information that defines the position, or location, of a character in the virtual space. Motion information is information that defines the movement of a character placed in the virtual space. Each execution pattern of the first part of the performance is linked to performance information for each performance scene.
[0487] For example, in the first scene of the first execution pattern described above, as shown in Fig. 53A, a cutting board space is linked as the position information for the main character, and an action of using a knife is linked as the motion information for the main character. Also, in the first execution pattern, as shown in Fig. 53A, a stove is linked as the position information for sub-character 1, and a predetermined action is linked as the motion information for sub-character 1.
[0488] When a cooking performance is executed, a performance image is generated based on the performance execution pattern. At this time, the performance image is generated as follows. That is, the main character and sub-characters are positioned in the virtual space based on the character position information linked to the determined performance execution pattern. Then, the main character and sub-characters are made to move based on the character motion information linked to the determined performance execution pattern. At this time, the virtual space is captured based on the camera information linked to the determined performance execution pattern. As a result, a performance image is generated for each performance scene.
[0489] Therefore, when the first execution pattern is determined, a representation image of the first scene is generated in which the main character uses a knife in the cutting board space and the sub-character helps out at the stove, as shown in Figure 53 A. Note that, as shown in Figures 53 A and 53 B, the execution patterns of the representations are linked to the same camera information, but include multiple execution patterns linked to different representation information.
[0490] Furthermore, when the second execution pattern described above is determined, a staged image of the fourth scene is generated, in which the main character mixes a bowl in the work space, while two sub-characters help out in the cutting board space and the sink, as shown in Figure 53C.
[0491] As described above, the first part is composed of a plurality of effect scenes. The effect images of each effect scene are different for each effect execution pattern. This improves the effect and makes the game more interesting. The process of determining the effect execution pattern for the first part will be described below.
[0492] FIG. 54 is a diagram illustrating an example of menu category information. The execution pattern of the first part of the presentation is determined based on the menu category information. Here, four menu category information items, "0," "1," "2," and "3," are provided, and each of the above menu items is associated with one of the menu category information items. As shown in FIG. 54, menu items that are classified as using carrots and also as using fire are associated with the menu category information item "0."
[0493] Additionally, menu items that are classified as using carrots and are not classified as using fire are linked to menu category information "1." Additionally, menu items that are not classified as using carrots and are classified as using fire are linked to menu category information "2." Additionally, menu items that are not classified as using carrots and are not classified as using fire are linked to menu category information "3."
[0494] FIG. 55 is a diagram illustrating an example of a method for drawing lots for the execution pattern of the first part of the effect. The execution pattern of the first part of the effect is linked to a effect ID. The effect ID is information that identifies the execution pattern of the effect, and can be said to be the execution pattern of the effect itself. Each effect ID is linked to one of the four menu classification information items described above.
[0495] As described above, one or two sub-characters appear in the performance of the first part. As described above, camera information and performance information are linked to each execution pattern. At this time, the execution patterns include an execution pattern linked to performance information for one sub-character and an execution pattern linked to performance information for each of two sub-characters. In an execution pattern linked to performance information for one sub-character, the main character and one sub-character appear in the performance image. Also, in an execution pattern linked to performance information for two sub-characters, the main character and two sub-characters appear in the performance image.
[0496] For example, the performance information of one sub-character is linked to the performance ID (execution pattern) of "00" shown in FIG. 55. Therefore, when the performance ID of "00" is determined, the main character and one sub-character will be displayed in the performance image of the first part. In this way, the number of sub-characters that will appear is preset for each performance ID (execution pattern).
[0497] In this embodiment, when a dish is cooked, either "success" or "great success" is derived as the cooking result. Then, based on the derived cooking result, one of the performance IDs (execution pattern) is determined by lottery. In the lottery to determine the performance ID, first, the menu category information of the menu of the cooked dish is identified. Then, the performance ID linked to the identified menu category information is extracted. At this time, there will always be multiple performance IDs extracted.
[0498] Also, a selection ratio is set for each effect ID. However, a different selection ratio is set for each effect ID for each cooking result. Specifically, "Success" in FIG. 55 indicates the case where the cooking result is "success", and "Great Success" indicates the case where the result of "Great Success" is derived when it has not been determined that the cooking result will be "Great Success". Also, "Determined" in FIG. 55 indicates the case where the result of "Great Success" is derived when it has been determined that the cooking result will be "Great Success".
[0499] As described above, when cooking is performed, cooking points are awarded according to the menu of the performed dish. At this time, cooking result calculation points are calculated as a parameter for deriving the cooking result based on the cooking points awarded. The higher the cooking result calculation points, the higher the probability that the cooking result will be a "great success." At this time, when the cooking result calculation points reach 1000, the cooking result will always be a "great success."
[0500] In Figure 55, "Determined" refers to the case where the cooking result calculation points are 1000, i.e., the cooking is performed when it is confirmed that the cooking result will be a "Great Success." On the other hand, in Figure 55, "Great Success" refers to the case where the cooking result calculation points are less than 1000, i.e., the cooking is performed when it is not confirmed that the cooking result will be a "Great Success."
[0501] Each effect ID has a preset selection ratio for success, great success, and finalization. For example, as shown in Fig. 55, the selection ratio for effect IDs "00" and "01" is set high when the cooking result is "success," and low when the cooking result is "great success." The selection ratios are set so that the effect IDs "00" and "01" are not selected when "finalization" occurs.
[0502] 55, for example, the selection ratio for the effect IDs "02" and "03" is set low when the cooking result is "successful" and the selection ratio for the effect IDs "02" and "03" is set medium when the cooking result is "great success." Note that the selection ratios for the effect IDs "02" and "03" are set so that they are not selected "at confirmation."
[0503] 55, for example, the selection ratio is set so that the performance IDs "04" and "05" are not selected when the cooking result is "success." Also, for the performance IDs "04" and "05," the selection ratio is set to a medium level when the cooking result is "great success," and the selection ratio is set to a high level when the cooking result is "confirmed."
[0504] In this way, the selection ratio for each effect ID differs depending on the cooking result and whether or not the cooking result is confirmed to be a "great success." In this case, an effect ID (execution pattern) with one sub-character is set to have a relatively high selection ratio when successful and a low selection ratio when great success occurs. On the other hand, an effect ID (execution pattern) with two sub-characters is set to have a relatively low selection ratio when successful and a high selection ratio when great success occurs or when the result is confirmed. By setting the selection ratio in this way, when there are two sub-characters, it is suggested that there is a high possibility of a "great success," and when there is one sub-character, it is suggested that there is a high possibility of a "success" and a low possibility of a "great success."
[0505] Also, for example, the effect IDs "04" and "05" are never selected when the cooking is successful. Therefore, when the effect IDs "04" and "05" are executed, the result of the cooking will be announced as a "great success" at that point.
[0506] FIG. 56 is a diagram illustrating an example of motion information. As described above, camera information and performance information are linked to a performance ID (execution pattern). The performance information includes motion information for each of the main character and sub-characters. As shown in FIG. 56, one piece of main character motion information is linked to one performance ID. Also, one or two pieces of sub-character motion information are linked to one performance ID. As described above, when a performance ID to which one piece of sub-character motion information is linked is determined, one sub-character appears in the performance of the first part. Also, when a performance ID to which two pieces of sub-character motion information are linked is determined, two sub-characters appear in the performance of the first part.
[0507] In this way, each performance ID is always associated with one piece of motion information for the main character, and one or two pieces of motion information for the sub-characters. The performance image for the first part is generated by moving the character according to the motion information. Note that the motion information shown in Figure 56 includes all of the motion information from scene 1 to scene 7. However, each performance ID may be associated with motion information for each scene.
[0508] Also, in FIG. 56, different motion information is associated with each performance ID. However, common motion information may be associated with different performance IDs. Also, in FIG. 56, the motion information of the main character and the motion information of the sub-character are all different. However, the motion information of the main character and the motion information of the sub-character may be partially common.
[0509] During the training main game, various effects are executed in accordance with the story. At this time, various character-specific information such as personality and special skills is set for each character appearing in the training main game. In this embodiment, the character-specific information is set for each character as skill information indicating whether the character is good or bad at cooking.
[0510] FIG. 57 is a diagram explaining the specialty information. A character ID is associated with characters that can be set as characters to be trained, characters associated with support cards, and other characters that can appear in the main game for training. The character ID is identification information unique to the character. The character ID is associated with either 01, which indicates that the character is good at cooking, or 00, which indicates that the character is not good at cooking, as specialty information.
[0511] In this embodiment, the story includes a character who is set to be bad at cooking. Therefore, if a character who is set to be bad at cooking is shown cooking in the same way as a character who is set to be good at cooking, the player may feel uncomfortable in the story. Therefore, in this embodiment, if the main character is a character who is set to be bad at cooking, the presentation pattern is replaced.
[0512] Fig. 58A is a diagram illustrating an example of the correspondence between motion information and replacement motion information. Fig. 58B is a diagram illustrating an example of a replacement motion. In this embodiment, replacement motion information of 1 is linked to part of the motion information for the main character. Here, if the special ability information of 00 is linked to the character ID of the character to be trained, the motion information of the main character is replaced with the replacement motion information.
[0513] For example, as shown in Fig. 58B, the replacement motion information includes information for making the main character perform a spaced-out action, information for making the main character perform an action of looking at a pot, information for making the main character practice swinging a ladle, information for making the main character look into a bowl, information for making the main character write letters in the air with a finger, etc. Note that the example shown in Fig. 58B is just one example, and various other replacement motion information can be provided.
[0514] In this way, the effects executed based on the replacement motion information indicate that the character is not good at cooking. This eliminates the inconsistency between the character settings in the story and the cooking effects, reducing the risk of the game becoming less interesting.
[0515] Here, we have explained the case where the motion information of the main character is replaced. However, similarly to the above, replacement motions may also be provided for the motion information of sub-characters. In this case, if the speciality information of 00 is linked to the character ID of the sub-character, the motion information of the sub-character may be replaced with the replacement motion.
[0516] Here, only the motion information is replaced. However, in addition to the motion information, the position information may also be replaced. Alternatively, if a replacement effect image is prepared in advance and the special skill information 00 is linked to the main character, the replacement effect image prepared in advance may be displayed.
[0517] Also, for example, if the specialty information of 00 is linked to either the main character or the sub-character, the motion information of both the main character and the sub-character may be replaced with replacement motion information. Also, for example, if the specialty information of 00 is linked to either the main character or the sub-character, only the motion information of the other of the main character and the sub-character may be replaced with replacement motion information.
[0518] Also, here, the case where the performance in which the main character and sub-characters appear is a performance related to cooking has been described. However, the content of the performance in which the replacement is performed as described above is not particularly limited. For example, in a performance in which characters play sports, the motions of characters who are good at sports may be different from those of characters who are not good at sports. In this case, identification information that can identify whether a character is good at sports or not may be provided, and the performance or motion replacement may be performed based on the identification information.
[0519] FIG. 59 is a diagram illustrating an example of an execution pattern of a cut-in effect. As described above, a cut-in effect is executed in the second part of the first half of the performance. When the cooking effect is executed, the execution pattern of the cut-in effect is determined based on the results of the cooking. Here, three patterns of cut-in effect execution are provided: cut-in A, B, and C.
[0520] As mentioned above, the color of the effect of the cut-in effect differs depending on the execution pattern. If the cooking result is a "success," cut-in A will be selected with a 70% probability, cut-in B with a 30% probability, and cut-in C will never be selected. If the cooking result is a "great success," cut-in A will be selected with a 30% probability, cut-in B with a 40% probability, and cut-in C with a 30% probability. Therefore, when a cut-in effect is executed with the execution pattern of cut-in C, the player can tell at that point that the cooking result is a "great success."
[0521] As described above, in this embodiment, a game (here, as an example, a training main game) progresses using a plurality of characters including a main character and sub-characters. Furthermore, the player can input a selection operation for a plurality of types of commands, and when a selection operation is input for a predetermined command (here, cooking), the execution result of the command (here, as an example, "success" or "great success") is derived. Then, based on the type of command (here, menu) for which the selection operation was input and the execution result of the derived command, performance execution information (here, as an example, performance information) is determined that includes at least information indicating the sub-character (here, as an example, the character ID of the sub-character) to be displayed in the performance (here, as an example, cooking performance) and action information (here, as an example, motion information) of the characters (here, as an example, the main character and sub-characters) to be displayed in the performance.
[0522] Then, based on the determined effect execution information, an effect is executed in which the main character and the sub-characters are displayed. At this time, if predetermined information (here, as an example, the speciality information 00) is linked to either one or both of the main character and the determined sub-character, the movement information of at least the character linked to the predetermined information is determined as predetermined movement information (here, as an example, a replacement motion). This executes an effect in accordance with the setting in the story, improving the effect of the effect.
[0523] The execution results of the command include a first execution result (here, "success" as an example) and a second execution result (here, "great success" as an example) that is more advantageous than the first execution result. Pattern information indicating an execution pattern of a presentation (here, an execution pattern of a cut-in presentation as an example) is included, and the pattern information includes specific pattern information (here, cut-ins B and C as examples) that is more likely to be selected when the second execution result is derived than when the first execution result is derived. This heightens the player's expectations and improves the presentation effect.
[0524] The effects include a first effect (here, a first half effect as an example) and a second effect (here, a second half effect as an example), and the second effect is executed after the first effect is executed. The first effect has content that suggests the result of executing the command, and the second effect has content that notifies the result of executing the command. By executing the effects in stages, the player's sense of anticipation gradually increases, further improving the effect of the effect.
[0525] Furthermore, when predetermined information is linked to a main character, the action information of the main character is determined to be the predetermined action information, and when predetermined information is linked to a sub-character, the action information of the sub-character is determined to be the predetermined action information. This allows a performance that conforms to the setting in the story to be executed for each character, further improving the performance effect.
[0526] In addition, multiple sub-characters (here, support characters are taken as an example) are set to be used in the progression of the game. The game can be progressed using the set sub-characters. The sub-characters to be displayed in the presentation are determined based on the set sub-characters. This allows characters that the player likes to appear in the presentation, further increasing the entertainment value of the game.
[0527] 60A is a first diagram illustrating the race selection screen 280. When the race operation unit 215g on the top screen 210 is operated, the race selection screen 280 shown in Fig. 60A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).
[0528] A race selection operation section 281 for selecting a race event in which the character to be trained will compete is displayed in the center of the race selection screen 280. A start operation section 282 is displayed at the bottom of the race selection screen 280. The races that can be selected using the race selection operation section 281 on the race selection screen 280 are set in advance for each turn.
[0529] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 281, as shown in FIG. 60A, and a notification is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 280.
[0530] FIG. 60B is a diagram illustrating a race start screen 285. When the start operation unit 282 is operated after the race event in which the player will participate has been selected using the race selection operation unit 281, the race start screen 285 shown in FIG. 60B is displayed. A strategy display unit 286 is displayed in the center of the race start screen 285. The strategy display unit 286 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 286 also displays a change operation unit 286a. When the change operation unit 286a is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.
[0531] Furthermore, a result operation section 287 and a race operation section 288 are displayed at the bottom of the race start screen 285. When the race operation section 288 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.
[0532] FIG. 60C is a first diagram illustrating the race result screen 290. FIG. 60D is a second diagram illustrating the race result screen 290. When playback of the race video has finished, or when the result operation unit 287 is operated, the race result screen 290 is displayed on the display 26. As shown in FIG. 60C, the race result screen 290 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 60D, the race result screen 290 displays the current class of the character to be trained.
[0533] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 290 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0534] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0535] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0536] 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, race results, team race results, etc. 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 participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.
[0537] 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.
[0538] Fig. 61A is a first diagram illustrating the training completion screen 300. Fig. 61B is a second diagram illustrating the training completion screen 300. Fig. 61C is a third diagram illustrating the training completion screen 300. When the training game ends, the training completion screen 300 is displayed on the display 26 as shown in Fig. 61A. The training completion screen 300 first displays the training rank of the trained character, and then, as shown in Fig. 61B, the evaluation points are displayed.
[0539] 61C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 300. At this time, a close operation unit 301 is provided on the training completion screen 300. When the close operation unit 301 is tapped, the training completion screen 300 is hidden, and the home screen 100 is displayed on the display 26.
[0540] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 300. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0541] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0542] (Functional Configuration of Player Terminal 1) 62 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 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.
[0543] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 62 are just examples, and the terminal-side game control program includes many other programs.
[0544] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Therefore, all information related to a training character trained in a training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is referred to as player information. The player information is stored in the player information storage unit 750.
[0545] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0546] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0547] 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.
[0548] 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.
[0549] 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.
[0550] (Functional configuration of server 1000) 63 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0551] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 63 are just examples, and the server-side game control program includes many other programs.
[0552] 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.
[0553] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.
[0554] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.
[0555] 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.
[0556] The training game execution unit 1101a executes all processing related to the training game.
[0557] 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.
[0558] 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.
[0559] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0560] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 64 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).
[0561] 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).
[0562] 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.
[0563] 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.
[0564] 65 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game execution unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game execution unit 701a displays a scenario selection screen and provisionally registers a scenario ID based on the player's operation input.
[0565] Next, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers the training target character based on the player's operation input.
[0566] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.
[0567] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.
[0568] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.
[0569] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .
[0570] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.
[0571] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.
[0572] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0573] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0574] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.
[0575] The confirmation information includes information identifying the provisionally registered character to be trained, the inherited character, and the support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, the inherited character, and the support card.
[0576] After transmitting the confirmation information, upon receiving permission information from the server 1000, the training game executing unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game executing unit 701a also registers the training character provisionally stored as the inherited character and the provisionally stored support card in the deck. If the scenario selected in P6-1 is an existing scenario, the training game executing unit 701a sets a goal based on the scenario ID and the character ID of the character to be trained. For example, if the scenario selected in P6-1 is a new scenario, the training game executing unit 701a sets a goal based on the scenario ID. This ends the preparation stage completion process, and the training main game begins. A goal in the training main game is set.
[0577] 66 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selecte...
Claims
1. a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of identifiably displaying the second-type command specified with respect to the first-type command in the provisionally selected state; a process of updating the parameter associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of enabling the utility to be activated based on the second-type command for which the selection operation has been input, when the selection operation has been input for the second-type command; An information processing program that causes a computer to carry out the above.
2. The process of identifiably displaying the specified second type command includes: Displaying a plurality of the second type commands; highlighting the second-type command identified with respect to the first-type command in the provisionally selected state among the plurality of second-type commands; The information processing program according to claim 1 .
3. The process of identifiably displaying the specified second type command includes: the second-type command to be identifiably displayed may be changed in accordance with the change in the first-type command in the provisionally selected state; The information processing program according to claim 1 .
4. The process of enabling the player to input a selection operation is as follows: the second-type command specified with respect to the first-type command in the provisionally selected state is prioritized, and the selection operation can be input for the second-type command in the prioritized state. The information processing program according to any one of claims 1 to 3.
5. The process of enabling the player to input a selection operation is as follows: a process of displaying a confirmation screen that allows the selection operation to be input for the second-type command in the prioritized state; a process of allowing a change operation for changing the second-type command in the priority state to be input on the confirmation screen; 5. The information processing program according to claim 4, comprising:
6. The process of identifying the second type command includes: identifying the second-type command that enables activation of the most advantageous utility among the utilities associated with the first-type command in the provisionally selected state; The information processing program according to any one of claims 1 to 3.
7. a process of allowing a player to input a setting operation for setting specific conditions for identifying the second type command; The computer executes the following: The process of identifying the second type command includes: Identifying the second type command in accordance with the set specific condition. The information processing program according to any one of claims 1 to 3.
8. The process of enabling the player to input a selection operation is as follows: a player can input a selection operation for the second type command that satisfies a preset selection condition; The process of identifiably displaying the second type command includes: If the specified second-type command does not satisfy the selection condition, the specified second-type command is displayed in an identifiable manner to indicate that it is not selectable. The information processing program according to any one of claims 1 to 3.
9. 1. An information processing method performed by one or more computers, comprising: a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of identifiably displaying the second-type command specified with respect to the first-type command in the provisionally selected state; a process of updating the parameter associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of enabling the utility to be activated based on the second-type command for which the selection operation has been input, when the selection operation has been input for the second-type command; An information processing method including:
10. one or more computers; The computer a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of identifiably displaying the second-type command specified with respect to the first-type command in the provisionally selected state; a process of updating the parameter associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of enabling the utility to be activated based on the second-type command for which the selection operation has been input, when the selection operation has been input for the second-type command; An information processing system that carries out the above.
11. one or more computers; The computer a process for allowing a player to input a provisional selection operation for a plurality of first-type commands linked to any of a plurality of types of parameters that are updated as the game progresses; a process for allowing a player to input a selection operation for the first-type command in a provisionally selected state for which the provisional selection operation has been input, and a plurality of second-type commands that can activate utilities related to any of the first-type commands; a process of identifying the second-type command that enables activation of the utility related to the first-type command in the provisionally selected state; a process of identifiably displaying the second-type command specified with respect to the first-type command in the provisionally selected state; a process of updating the parameter associated with the first-type command for which the selection operation has been input, when the selection operation has been input for the first-type command; a process of enabling the utility to be activated based on the second-type command for which the selection operation has been input, when the selection operation has been input for the second-type command; A game device that performs the above.
Citation Information
Patent Citations
Game device and program
JP2024070268A