Program and information processing apparatus

The program and information processing device dynamically organize support characters to provide varying support effects and training results, addressing the issue of standardized outcomes in training games, thereby enhancing player engagement.

JP2026019245AActive Publication Date: 2026-02-05SEGA CORP
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Patent Information

Application Number
JP2024120668
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-26
Publication Date
2026-02-05
Estimated Expiration
2044-07-26

AI Technical Summary

Technical Problem

Existing training games have fixed support characters, leading to standardized support effects and training results for characters, lacking variability.

Method used

A program and information processing device that dynamically organize support characters and generate varying support effects and training results by automatically selecting support characters based on player instructions, allowing for different development scenarios and outcomes.

Benefits of technology

Enables unique support effects and training results for each scenario, enhancing player engagement and game variability.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026019245000001_ABST
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Patent Text Reader

Abstract

To vary a generated support effect or the like.SOLUTION: A program causes a computer to function as an organization means 52 for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of a training scenario for training a first trained character, a determination means 54 for determining the organized support characters as support characters to be used for the first trained character, and a generation means 54 for generating a support effect corresponding to the determined support characters. And a progress means 56 for progressing the raising scenario for updating the status corresponding to the first character to be raised, and the organization means 52 automatically organizes a support character for generating a support effect for raising the preferential status corresponding to the first character to be raised.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device.

[0002] BACKGROUND ART Conventionally, there are known training games in which a player can generate a character (a fully trained character) having a different status each time the player plays a training scenario.

[0003] In this regard, Patent Document 1 discloses a technology that can increase the parameters of a character to be trained or allow the character to acquire skills depending on the support effect of a support character used on the character to be trained. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7107411 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the technology described in Patent Document 1 has a problem in that the support characters used in the training scenario are fixed, and the resulting support effects and training results of the characters to be trained become standardized.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can vary the support effects that occur in each training scenario and the training results of the character to be trained. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a development scenario in which a first development target character selected by a player from among a plurality of development target characters is developed, and causes a computer to function as: an organizing means for automatically organizing a predetermined number or less of support characters from among support characters associated with the player before the start of the development scenario in which the first development target character is developed; a determining means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the first development target character; and an advancing means for advancing the development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the first development target character is updated; and the organizing means automatically organizes support characters that generate a support effect to develop a preferential status corresponding to the first development target character before the start of the development scenario, the preferential status being a status that can be developed to an advantage in a target game included in the development scenario, and the preferential status corresponding to each of at least two development target characters being different statuses.

[0008] In addition, in a second aspect of the present invention, the status corresponding to the first character to be developed includes an acquired skill, and the preferential status is a predetermined skill that, when acquired, allows the target game to progress advantageously, and the organizing means automatically organizes support characters that generate a support effect that allows the first character to be developed to acquire the predetermined skill.

[0009] In a third aspect of the present invention, the target game is a game in which players compete for ranking, and the higher the ranking at the end, the more skills the first character to be trained can acquire.

[0010] In addition, in a fourth aspect of the present invention, the status corresponding to the first character to be developed includes multiple types of parameters, and the preferential status is a predetermined type of parameter that, when increased, can allow the target game to progress advantageously, and the organizing means automatically organizes support characters that generate support effects that increase the predetermined type of parameter corresponding to the first character to be developed.

[0011] In a fifth aspect of the present invention, the target game is a game in which players compete for ranking, and the higher the ranking at the end, the more one or more types of parameters corresponding to the first character to be trained are increased.

[0012] In addition, an information processing device according to a sixth aspect of the present invention is an information processing device for executing a development scenario in which a first development target character selected by a player from a plurality of development target characters is developed, and is equipped with: an organizing means for automatically organizing a predetermined number or less of support characters from support characters associated with the player before the start of the development scenario in which the first development target character is developed; a determination means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the first development target character; and an advancement means for progressing the development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the first development target character is updated, and the organizing means automatically organizes support characters that generate a support effect to develop a preferential status corresponding to the first development target character before the start of the development scenario, and the preferential status is a status that can be developed to advance a target game included in the development scenario advantageously, and the preferential status corresponding to each of at least two development target characters is a different status. [Effects of the Invention]

[0013]

[0014]

[0015]

[0016]

[0017]

[0018] According to the present invention, the support effects that occur in each training scenario and the training results of the character to be trained can be made different. [Brief explanation of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of a support selection screen according to the first embodiment. [Figure 7] A figure showing an example of a support character selection screen including automatically organized support characters in the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a development result screen in the first embodiment. [Figure 9] 10 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to a second embodiment. [Figure 10] 11 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to a third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0020] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0021] ---First embodiment--- First, the first embodiment will be described.

[0022] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0023] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0024] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0025] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0026] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0027] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0028] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0030] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0031] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured from a single information processing device or from multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0032] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0033] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0034] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0035] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0036] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0037] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0038] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0039] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0040] The speaker 42 has a function of outputting game sounds and the like.

[0041] <Game Overview> The game according to the first embodiment includes a development scenario for developing a character to be developed, a fighting game, and the like.

[0042] The development scenario according to the first embodiment includes a development game and a goal game. In this development scenario, the development game and the goal game are executed in a predetermined order. For example, the development scenario includes a predetermined number of turns (e.g., 50) from start to finish (a predetermined period within the game). Each turn is associated with a development game or a goal game. For example, in the development scenario, a player can progress to a game (e.g., a goal game) associated with the next turn (e.g., turn 6) by executing a game (e.g., a development game) associated with the current turn (e.g., turn 5).

[0043] For example, a player can acquire (own) a character to be trained or a support character by playing a lottery game (for example, gacha). In the first embodiment, the character to be trained or the support character is, for example, a racehorse character.

[0044] For example, before the start of a development scenario, a player can develop a character to be developed (hereinafter referred to as a "first character to be developed") that is arbitrarily selected from a plurality of characters to be developed in the development scenario. Note that this first character to be developed may be a character owned by the player, or may be a character loaned by the game operator (a predetermined character).

[0045] Next, after selecting a first character to be developed, the player can organize (select) a deck of support characters to be used to develop the first character to be developed. For example, the player can manually organize a predetermined number (e.g., six) or less of support characters to be used from among the support characters the player owns and support characters owned by other players (e.g., friend players, players the player is following, etc.). Also, for example, by pressing the automatic organization button, the player can automatically organize a predetermined number (e.g., six) or less of support characters to be used from among the support characters the player owns and support characters (rentable support characters) owned by other players (e.g., friend players, players the player is following, etc.). For example, the player can organize a deck of up to five support characters from among the support characters owned by the player and up to one support character from among the support characters owned by other players.

[0046] Next, by starting the training scenario, the player can change (increase or decrease) various parameters of the first character to be trained, or have the first character to be trained acquire skills, using the basic parameters and basic skills of the first character to be trained as initial values. Note that the player can train the same character to be trained multiple times in the training scenario, but the training results from previous training scenarios are not carried over.

[0047] The training game according to the first embodiment is a game in which various parameters of a first character to be trained can be changed (increased or decreased) and skill points can be granted to the first character to be trained. For example, in the training game, various parameters of the first character to be trained (e.g., speed, stamina, power, tenacity, intelligence, physical strength, motivation, etc.) can be changed by having the first character to be trained perform one of training, rest, or practice races in one turn. There are multiple types of training, and the parameters that change and the amount of change vary depending on the type of training selected by the player. Furthermore, in this training game, skill points can be granted (acquired) to the first character to be trained by having the first character to be trained perform training or practice races. These skill points are points that are consumed so that the first character to be trained can acquire skills.

[0048] The target game according to the first embodiment is a game in which a first character to be trained challenges a target. For example, the target game is a race (target race) in which the first character to be trained competes at a racetrack. The outcome of this target game depends, for example, on the various parameters and acquired skills of the first character to be trained in the current turn. For example, before playing the target game, the player can consume skill points granted to the first character to be trained on a skill acquisition screen to have the first character to be trained acquire one or more skills from the skills that the first character to be trained can acquire.

[0049] Furthermore, in the target game, if the performance of the first character to be trained does not satisfy the clearing condition, the continuation of the training scenario (progression to the next turn) is restricted. An example of this clearing condition is to finish within a predetermined ranking (e.g., within the top three) in a race (competition). For example, if the first character to be trained fails to finish within a predetermined ranking, the player can choose whether to continue (try again) the target game or end the training scenario. This choice of continuing requires, for example, the consumption of paid stones, free stones, continue items, etc. owned by the player. On the other hand, in the target game, if the performance of the first character to be trained satisfies the clearing condition, the training scenario continues (for example, proceeds to the next turn).

[0050] Furthermore, the target game is, for example, a game in which a total of eight characters including a first character to be trained compete for ranking, and the higher the ranking (result ranking) at the end of the target game, the more skills the first character to be trained will acquire, and the more parameters corresponding to the first character to be trained will be increased. Examples of characters other than this first character to be trained include NPCs (Non-Player Characters) and characters to be trained owned by other players. Specifically, games in which players compete for ranking include racing games, tournament-style fighting games, and games in which players compete for total acquired scores (total acquired points).

[0051] For example, if a first character to be trained is ranked first at the end of the target game, the speed, stamina, and intelligence of the current parameters corresponding to the first character to be trained are increased by 30, and "become good at racetrack A," "become good at long distances," and "become good at good condition" are added to the acquireable skills corresponding to the first character to be trained. Furthermore, if a first character to be trained is ranked second in the target game, the speed and stamina of the current parameters corresponding to the first character to be trained are increased by 20, and "become good at racetrack A" and "become good at long distances" are added to the acquireable skills corresponding to the first character to be trained. Furthermore, if a first character to be trained is ranked third in the target game, the stamina of the current parameters corresponding to the first character to be trained is increased by 10, and "become good at racetrack A" is added to the acquireable skills corresponding to the first character to be trained.

[0052] The fighting game according to the first embodiment is a game in which a fully trained character generated from a first character to be trained in a training scenario competes against an enemy character. Examples of this enemy character include fully trained characters owned by other players and NPCs (Non Player Characters). The fighting game may also include a fighting race that uses various types of parameters and skills corresponding to the fully trained character. If a player wins the fighting game, the player can earn rewards such as items and coins. The fighting game may also be a team battle in which a team made up of multiple fully trained characters competes against a team made up of multiple enemy characters.

[0053] (Example 1) <Functional means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0054] 4, the server device 10 has, as functional components, a storage means 50, an organizing means 52, a determining means 54, a progressing means 56, and a generating means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.

[0055] The storage means 50 has a function of storing player information 50A, character information 50B, training game information 50C, target game information 50D, training scenario information 50E, skill information 50F, event information 50G, and the like.

[0056] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, stamina information, friend information, and competitive game history.

[0057] The owned content information includes owned character information, owned item information, owned coin information, and the like.

[0058] The owned character information includes a character ID and a status for each owned character owned by the player (for example, a character to be trained, a character that has been trained, or a support character), in association with the owned character ID of the owned character. The owned character ID includes, for example, a numerical value corresponding to the order in which the player acquired the character. The character ID includes, for example, a symbol (for example, an alphabet) indicating the type of character and a numerical value.

[0059] Examples of types of characters include characters to be trained, characters whose training has been completed by the player, and support characters that support the training of characters to be trained (first characters to be trained) in a training scenario. These characters to be trained and support characters are characters that can be acquired, for example, through a lottery game. On the other hand, characters whose training has been completed are characters that are generated based on characters to be trained that have been trained in a training scenario executed by a player upon completion of that scenario. In the first embodiment, the status of the generated characters whose training has been completed is a direct reflection (copy) of the status of the first character to be trained at the time the training scenario is completed.

[0060] The status of the character to be trained (first character to be trained) includes, for example, current parameters, acquired skills, acquireable skill information, and current skill points. The status of this character to be trained is created, for example, at the start of the training scenario and released at the end (after the trained character is generated).

[0061] The current parameters include the current parameters after the start of the development scenario. These current parameters include multiple types of parameters. For example, these current parameters include speed, stamina, power, guts, intelligence, physical strength, motivation, etc. In other words, the status corresponding to the first character to be developed includes multiple types of parameters. The initial values ​​of the current parameters are stored, for example, as basic parameters included in the status information of the character to be trained in character information 50B, which will be described later.

[0062] The acquired skills include the basic skills (skill ID) of the character to be trained and the skills (skill ID) acquired by the character to be trained after the start of the training scenario. In other words, the status corresponding to the first character to be trained includes the skills acquired by the first character to be trained.

[0063] The acquireable skill information includes acquireable skills (skill IDs) that the character to be trained can acquire, and consumed skill points. These acquireable skills include, for example, skills that exist before the start of the training scenario (initial stage) and skills that are added when an event occurs in the training scenario. The consumed skill points include skill points consumed by the character to be trained to acquire the acquireable skill. In the first embodiment, if an acquireable skill that is already included in the acquireable skill information is added redundantly due to the occurrence of an event, the progression means 56 reduces the consumed skill points corresponding to the acquireable skill.

[0064] The current skill points include the skill points possessed by the character to be trained (player).

[0065] The status of a fully trained character includes trained parameters and acquired skills.

[0066] The trained parameters include, for example, the current parameters of the first character to be trained at the end of the training scenario. That is, the status corresponding to the trained character includes multiple types of parameters.

[0067] The acquired skills include, for example, the acquired skills of the first character to be trained at the end of the training scenario. The acquired skills include basic skills and skills that the first character to be trained has acquired at the end of the training scenario. In other words, the status corresponding to the character that has completed training includes the acquired skills.

[0068] The status of a support character includes, for example, a current level, which can be increased (strengthened) by, for example, fusing a base support character with a material support character, material item, coins, or the like.

[0069] The owned item information includes the item IDs and quantities of various items owned by the player. These items include paid stones, unpaid stones, stamina recovery items, support items, etc. These paid stones and unpaid stones are consumed when playing a lottery game or when recovering stamina. Furthermore, support items can be used, for example, to strengthen or restore the current parameters of a character being trained in a training scenario.

[0070] The owned coin information includes the number of coins owned by the player. These coins are consumed, for example, when increasing the current level of a support character (strengthening synthesis).

[0071] The stamina information includes the player's current stamina value and stamina upper limit. The current stamina value is the value consumed when the player executes the development scenario. This current stamina value increases by a predetermined amount (e.g., 1) over a certain period of time (e.g., 3 minutes), recovering to the stamina upper limit. In addition, this current stamina value can be recovered beyond the stamina upper limit by the player consuming paid stones, free stones, stamina recovery items, etc.

[0072] The friend information includes the player IDs of players who are friends with the player and players the player follows. For example, the friend information can store the player IDs of up to 20 players.

[0073] The battle game history includes, for each battle game played by a player, the battle game start date and time, fully trained character information, game results, etc., associated with the battle game ID of the battle game. The fully trained character information includes, for example, owned character IDs whose type is fully trained character, as information indicating one or more fully trained characters used in the battle game. The game results include, for example, flag information indicating whether the game was won or lost.

[0074] Character information 50B is stored for each character in association with the character ID of that character. Character information 50B includes, for example, the names, images, status information, and rarity of the character to be trained and the support character. This character information 50B is updated as the game operator updates the game.

[0075] The status information includes information regarding the status of the character to be trained and the support character.

[0076] For example, the status information of the character to be trained includes basic parameters, attainment criteria, basic skills, preferential status, and the like.

[0077] The basic parameters include parameters before the start of the development scenario. These basic parameters include a variety of parameters. For example, these basic parameters include speed, stamina, power, tenacity, intelligence, physical strength, and motivation.

[0078] The attainment standard values ​​include predetermined standard values ​​associated with each type of parameter included in the basic parameters. For example, different values ​​are set for the attainment standard values ​​for at least two different characters to be trained. Specifically, the attainment standard values ​​for character A, a character to be trained, are: speed 300, stamina 200, power 400, tenacity 500, intelligence 200, strength 300, and motivation 100. On the other hand, the attainment standard values ​​for character B, a character to be trained, are: speed 400, stamina 100, power 200, tenacity 300, intelligence 200, strength 400, and motivation 200.

[0079] Basic skills are unique skills (skill IDs) that the character being trained has already acquired before the start of the training scenario.

[0080] The preferential status is, for example, a status that can be developed to advantageously progress the target game included in the development scenario. For example, the preferential status is a predetermined skill that can be acquired to advantageously progress the target game. Also, for example, the preferential status is a predetermined type of parameter that can be increased to advantageously progress the target game. In other words, the player can advantageously progress the target game by preferentially developing the preferential status of the first development target character. Furthermore, for example, the preferential status corresponding to each of at least two characters to be trained is a different status.

[0081] Specifically, the preferred status of character A, a character to be trained, is the skill of "being good at racing in the rain." Also, for example, the preferred status of character B, a character to be trained, is the parameters of "power" and "guts." Also, for example, the preferred status of character C, a character to be trained, is the parameter of "stamina." Also, for example, the preferred status of character D, a character to be trained, is the parameter of "intelligence" and the skill of "being good at racing in clockwise directions."

[0082] Furthermore, for example, the status information of the support character includes the event ID of the predetermined event to be generated and the support effect.

[0083] The support effect includes a parameter change rate and an event occurrence rate for each level (current level). The parameter change rate is, for example, the rate at which one or more predetermined parameters are changed (increased) in the development scenario. These predetermined parameters are, for example, various types of parameters (speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) or some or all of the skill points. The event occurrence rate is, for example, the probability of one or more predetermined events corresponding to the support character occurring.

[0084] The parameter change rate and event occurrence rate will be higher, for example, as the current level of the organized support character is higher. For example, if the current level of character S, a support character, is 1 to 19, the parameter change rate of stamina, which is a predetermined parameter of character S, is 10%, and the event occurrence rate of event S, which is a predetermined event of character S, is 15%. Also, for example, if the current level of character S, a support character, is 20 to 39, the parameter change rate of stamina, which is a predetermined parameter of character S, is 20%, and the event occurrence rate of event S, which is a predetermined event of character S, is 25%.

[0085] In the first embodiment, the amount of change in a predetermined parameter or the amount of skill points granted is changed for each turn based on the parameter change rate of some or all of the support characters that have been organized (determined). For example, if the speed change amount corresponding to the first character to be trained in a certain turn is +10 and the total value of the parameter change rates of all support characters whose specified parameter is speed is 0%, the speed change amount will be set to +10. Also, if the speed change amount corresponding to the first character to be trained in a certain turn is +10 and the total value of the parameter change rates of all support characters whose specified parameter is speed is 10%, the speed change amount will be set to +11. Also, for example, if the stamina change corresponding to the first character to be trained in a certain turn is +20 and the total parameter change rate of all support characters whose specified parameter is stamina is 20%, the speed change amount is set to +24. Also, for example, if the amount of skill points granted (reference amount) corresponding to the first character to be trained in a certain turn is 30, and the total value of the parameter change rate of all support characters whose specified parameter is skill points is 20%, the amount of skill points granted will be 36.

[0086] In the first embodiment, a lottery is held for each turn to determine whether a predetermined event will occur, based on the event occurrence rates of some or all of the organized (determined) support characters. For example, in each turn, a lottery is held to determine whether or not to execute one or more events based on the event occurrence rates of predetermined events corresponding to all support characters.

[0087] Rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, as the number of stars. For example, a character to be trained with a high rarity is set with high basic parameters and basic skills that are advantageous (effective) in the target game. Also, for example, a support character with a high rarity is set with a high parameter change rate and event occurrence rate at each level (current level).

[0088] The training game information 50C is stored for each training game in association with the training game ID of the training game. The training game information 50C includes result information according to the execution of the training game (for example, various training).

[0089] The achievement information includes the amount of change in parameters and the amount of skill points awarded. For example, in the first embodiment, the training game includes a first training game and a second training game. The first training game is a normal training game in which training can be conducted at normal training facilities. On the other hand, the second training game is a special training game in which training can be conducted at a training camp. For example, the special training game has a larger amount of change in parameters (e.g., increase) based on the execution of training and a larger amount of skill points awarded than the normal training game.

[0090] The target game information 50D is stored for each target game in association with the target game ID of the target game. The target game information 50D includes race conditions, rival character information, and reward information.

[0091] The race conditions include the race name, attributes of the race track, race distance, lap direction (counterclockwise or clockwise), season (time of year), weather (sunny, cloudy, rainy, snowy), gate number (1-6), rival character strategy, and clear conditions.

[0092] The attributes of the race track include the name and condition of the race track (good, slightly heavy, heavy, poor). The race distance includes the distance from the start to the finish line at the race track. Examples of this distance include short distance, medium distance, long distance, etc. For example, if the race distance is long distance (2500m to 3600m), a first character to be trained with a high stamina parameter will have an advantage.

[0093] The clearing condition includes a condition for proceeding to the next turn, such as finishing within a predetermined ranking in the target game (target race).

[0094] The rival character information includes the character ID, parameters, and skills of a character that will race alongside the first character to be trained. This rival character is, for example, an NPC (Non-Player Character).

[0095] The reward information includes a reward according to the performance (e.g., ranking) in the target game. Examples of the reward include skill points, acquireable skills (skill IDs), various parameters, items, etc. In the first embodiment, the higher the performance in the target game, the more rewards (e.g., skill points, acquireable skills, various parameters) are granted (added) to the first character to be trained.

[0096] The development scenario information 50E is stored for each development scenario in association with the development scenario ID of the development scenario. The development scenario information 50E includes the name of the development scenario, consumed stamina, turn information, and the like.

[0097] The consumed stamina includes the amount of stamina consumed to execute a single training scenario. For example, the consumed stamina for a certain training scenario is 30. For example, the consumed stamina for another training scenario is 40.

[0098] The turn information includes the maximum number of turns included in a development scenario and game information. For example, the maximum number of turns in a certain development scenario is 50. The game information includes a development game ID or a target game ID associated with each turn.

[0099] For example, in a certain training scenario, turns 1 to 5, 7 to 15, 27 to 35, and 37 to 45 are associated with a first training game (normal training game), turns 17 to 25 are associated with a second training game (special training game), and turns 6, 16, 26, 36, and 46 to 50 are associated with a target game (target race).

[0100] The skill information 50F is stored for each skill in association with the skill ID of the skill. The skill information 50F includes the skill effect and activation conditions.

[0101] Skill effects are effects that are exerted in the target game or the battle game. Examples of such effects include "become good at A race tracks," "become good at long distances," "become good at races in good conditions," "become good at summer races," "become good at races in the rain," "become good at races that turn right," "become good at races with gate numbers 1 to 3," "become good at races where there are no rival characters using the same strategy," etc.

[0102] The activation conditions include the race conditions under which the skill is activated. For example, the activation conditions include race conditions related to the attributes (name and condition) of the race track, the race distance, the lap direction, the season, the weather, the gate number (starting gate), the strategy of the rival character, and the like. For example, if the skill effect is "become good at race track A," the activation condition is that the name of the race track included in the race conditions is "race track A." For example, if the skill effect is "become good at long distances," the activation condition is that the race distance included in the race conditions is "long distance (2500m to 3600m)." For example, if the skill effect is "become good at good conditions," the activation condition is that the condition of the race track included in the race conditions is "good." For example, if the skill effect is "become good at summer races," the activation condition is that the season included in the race conditions is "summer (June to August)." For example, if the skill effect is "become good at rainy races," the activation condition is that the weather included in the race conditions is "rain." Furthermore, for example, if the skill effect is "become good at clockwise races," the activation condition is that the lap direction included in the race conditions is "clockwise." Furthermore, for example, if the skill effect is "become good at races with gate numbers 1 to 3," the activation condition is that the gate number included in the race conditions is one of "1 to 3." Furthermore, for example, if the skill effect is "become good at races where there are no rival characters with the same strategy," the activation condition is that the strategies of all rival characters included in the race conditions are different from the strategy of the first character to be trained.

[0103] The event information 50G is stored for each event in association with the event ID of the event. The event information 50G includes the name of the event, an event image, a skill (skill ID), and the like.

[0104] An event image is an image that is displayed when an event occurs. This event image includes, for example, an image showing a support effect (amount of change in a parameter or an acquireable skill).

[0105] The skills include acquireable skills (skill IDs) that are added to the first character to be trained when an event occurs.

[0106] The organizing means 52 is a functional means for manually or automatically organizing a deck consisting of a predetermined number (e.g., six) or less of support characters by the player. For example, the organizing means 52 automatically organizes five support characters included in the player's owned characters and one support character owned by another player who is in a friend relationship with the player. Here, if the player's owned characters include fewer than five support characters, the organizing means 52 automatically organizes a deck consisting of all support characters owned by the player and one support character owned by another player who is in a friend relationship with the player. In other words, if the player's owned characters include six or more support characters, the organizing means 52 automatically organizes a deck consisting of five support characters that are part of the support characters and one support character owned by another player who is in a friend relationship with the player.

[0107] In the first embodiment, before the start of a development scenario for developing a first development target character, the organization means 52 automatically organizes a predetermined number of support characters from among the support characters associated with the player. Examples of support characters associated with the player include support characters owned by the player, support characters owned by other players who are friends with the player, support characters owned by other players who the player follows, support characters owned by other players selected at random, and support characters owned by players who belong to the same team as the player.

[0108] For example, when the player issues an instruction to start a training scenario and an instruction to select a first character to be trained, and then presses the automatic formation button, the formation means 52 automatically forms a predetermined number of support characters or less. Specifically, the formation means 52 references the owned content information in the player information 50A and automatically forms a group of up to five support characters from among the support characters owned by the player, and one support character from among the support characters owned by another player (for example, another player who is a friend).

[0109] In the first embodiment, when the owned character information in the player information 50A does not include a fully-fostered character, i.e., when the player has not generated any fully-fostered characters, the organizing means 52 automatically prioritizes support characters with high parameter change rates or event occurrence rates (e.g., support characters with high rarity or support characters with a high current level) from among the support characters associated with the player. Specifically, the organizing means 52 references the owned character information in the player information 50A and the support character status information in the character information 50B, and automatically organizes support characters with high total values ​​of parameter change rates for each of the predetermined parameters (e.g., first to third place) from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters with high total values ​​of event occurrence rates for each of the predetermined events (e.g., first to third place) from among the remaining support characters associated with the player.

[0110] Furthermore, in the first embodiment, before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to a trained character generated by the generating means 58. For example, after the end of a certain training scenario and before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to a certain trained character (one trained character) generated from a certain trained character by the generating means 58 as the certain training scenario ends.

[0111] For example, when organizing a predetermined number (e.g., six) or less of support characters, organizing means 52 references the status (current level) of the support characters in the owned character information in player information 50A, friend information, and status information (support effect) of the support characters in character information 50B, and automatically organizes some support characters (e.g., two characters) with high parameter change rates or event occurrence rates from among the support characters associated with the player, and support characters (e.g., four characters) according to the status corresponding to a certain character whose training has been completed. Note that organizing means 52 may also automatically organize all support characters according to the status corresponding to a certain character whose training has been completed. Examples of this certain completed training character include a certain completed training character (the most recently generated completed training character) generated from a certain training target character trained in a training scenario executed immediately before the new training scenario, a certain completed training character generated from a certain training target character trained in a training scenario executed a predetermined number of times ago, and a certain randomly selected completed training character.

[0112] For example, before the start of a new training scenario, the organizing means 52 identifies skills that a fully trained character has not acquired as specific skills, and automatically organizes support characters that generate support effects that cause a character to be trained (a first character to be trained) to acquire the specific skills. Specifically, the organizing means 52 references the status of the fully trained characters in the owned character information in the player information 50A, and if a fully trained character has not acquired the skills "become good at racetrack A" and "become good at summer races," identifies those skills as specific skills. Next, the organizing means 52 references the status (current level) of the support characters in the owned character information, friend information, and status information (support effects) of the support characters in the character information 50B, and automatically organizes support characters (e.g., first to second place) from among the support characters associated with the player that have a high event occurrence rate that causes an event (an event that adds to the acquireable skills) that causes the first character to be trained to acquire each of the specific skills. Next, the organizing means 52 automatically organizes support characters (for example, first to fourth places) having the highest total value of the parameter change rate of each predetermined parameter from among the remaining support characters associated with the player.

[0113] Furthermore, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to a fully trained character that have not reached a reference value, and automatically organizes support characters that generate support effects that increase the specific parameters corresponding to the trained character (first trained character). Specifically, the organizing means 52 references the status of the fully trained character in the owned character information in the player information 50A and the attainment reference value of the trained character's status information in the character information 50B, and identifies, as specific parameters, parameters (e.g., speed and power) that are lower than the attainment reference value corresponding to the trained character among the types of parameters corresponding to a fully trained character generated from a certain trained character. Next, the organizing means 52 references the status (current level) of the support character in the owned character information, friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to fourth) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., speed and power) corresponding to the first trained character from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (for example, first to second place) having the highest total event occurrence rates corresponding to the respective predetermined events from among the remaining support characters associated with the player.

[0114] The determination means 54 is a functional means for determining a support character or the like to be used for the character to be trained.

[0115] In the first embodiment, the determination means 54 determines a predetermined number or less of support characters automatically organized by the organization means 52 as support characters to be used for the first character to be developed in response to a determination instruction from the player (e.g., an instruction on the determination button).

[0116] Furthermore, the determination means 54 determines, in response to a determination instruction from the player (for example, an instruction on the determination button), a predetermined number or less of support characters manually organized by the player as support characters to be used for the first character to be developed.

[0117] Furthermore, when the player issues an instruction to change some of the support characters that are a predetermined number or less and have been automatically organized by the organizing means 52 to other support characters, and then issues a decision instruction (for example, an instruction to the decision button), the determining means 54 determines the automatically organized support characters that have not been subjected to the instruction operation and some of the support characters that have been changed by the instruction operation as support characters to be used for the first character to be developed.

[0118] The progression means 56 is a functional means for progressing the development scenario and the battle game.

[0119] In the first embodiment, the progression means 56 generates a support effect corresponding to the determined support character and progresses a development scenario that updates (changes) a status corresponding to a development target character (first development target character). For example, in a development scenario in which a first development target character is developed, the progression means 56 executes a development game and a goal game in which the first development target character challenges a goal in a predetermined order. For example, the progression means 56 references the turn information in the development scenario information 50E and executes the development game or the goal game for each turn in a predetermined order.

[0120] For example, during one turn of the training game, the progression means 56 causes the first character to be trained to perform one of training, rest, and practice races, thereby updating (increasing or decreasing) the current parameters (e.g., speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) corresponding to the first character to be trained. Specifically, the progression means 56 refers to the performance information in the training game information 50C and changes (e.g., increases) some or all of the current parameters of the first character to be trained in accordance with the execution of the training game (e.g., various trainings) selected by the player. For example, the progression means 56 changes the amount of change in the current parameters based on the determined parameter change rate of the support character. Specifically, the progression means 56 changes the amount of change in the current parameters corresponding to the first character to be trained by referring to the current levels of some or all of the support characters organized in the player information 50A and the parameter change rates of the support characters in the character information 50B.

[0121] For example, the progression means 56 executes the target game based on the status corresponding to the first character to be trained. For example, the progression means 56 executes the target game by referring to the status (current parameters and acquired skills) of the character to be trained in the player information 50A, and the race conditions and rival character information in the target game information 50D.

[0122] Also, for example, the progression means 56 executes the target game according to the preferential status of the first character to be trained.

[0123] For example, the progression means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B, and when the preferential status of the first character to be trained is the skill of "being good at racetrack A", if the first character to be trained has acquired the skill, the progression means 56 allows the target game to proceed advantageously. Specifically, the progression means 56 changes the racetrack of the race conditions in the target game information 50D to "racetrack A", thereby allowing the first character to be trained to proceed advantageously in the target game if the first character to be trained has acquired the skill.

[0124] Furthermore, for example, the progression means 56 refers to the status information (preferential status) of the characters to be developed in the character information 50B, and when the preferential status of the first character to be developed is a "power" parameter, the progression means 56 advantageously progresses the target game when the parameter of the first character to be developed is high. Specifically, from the middle of the race of the target game (target race), the progression means 56 increases the amount of increase in acceleration as the "power" of the first character to be developed is higher, but when the preferential status of the first character to be developed is a "power" parameter, the progression means 56 further increases the amount of increase in acceleration.

[0125] Furthermore, for example, when the first character to be trained has acquired a skill that matches the conditions (race conditions) included in the target game, the progression means 56 activates the skill to allow the first character to play the target game advantageously. For example, the progression means 56 references the basic skills and acquired skills of the character to be trained in the player information 50A, the race conditions in the target game information 50D, and the activation conditions in the skill information 50F, and extracts a skill (basic skill or acquired skill) of the first character to be trained that matches the race conditions and the activation conditions. Subsequently, the progression means 56 activates the extracted skill in the target game (target race), and controls the first character to be trained so that the results in the target game are advantageous (high ranking).

[0126] In the first embodiment, the progression means 56 executes a training game or a target game, and performs a lottery based on the event occurrence rate of some or all of the organized support characters. If the lottery is won, the skill corresponding to a predetermined event becomes the acquireable skill of the character to be trained (first character to be trained). For example, the progression means 56 executes the training game or the target game for each turn in response to a request (operation instruction) from the player. Next, the progression means 56 references the current levels of some or all of the organized support characters in the player information 50A, the event occurrence rate of the support characters in the character information 50B, the event information 50G, etc., and performs a lottery to determine an event to be generated based on the event occurrence rate. Next, if the event lottery is won, the progression means 56 references the skills in the event information 50G and adds the skill corresponding to the won event to the acquireable skills of the first character to be trained in the player information 50A.

[0127] Furthermore, in the first embodiment, the progression means 56 restricts continuation of the training scenario when the performance of the character to be trained (first character to be trained) in the target game does not satisfy the clearing condition. For example, the progression means 56 refers to the clearing condition of the race conditions in the target game information 50D, and when the performance (e.g., ranking) of the character to be trained in the target game (target race) does not satisfy the clearing condition (e.g., within third place), the progression means 56 inquires of the player whether to end the training scenario or continue the target game.

[0128] Furthermore, in the first embodiment, the progression means 56 grants skill points to the character to be trained (first character to be trained) based on the execution of the training game or the target game. For example, the progression means 56 refers to the granted skill points in the training game 50C and grants skill points to the character to be trained in accordance with the execution of the selected training game (training, etc.). Also, for example, the progression means 56 refers to the reward information in the target game information 50D and grants skill points to the character to be trained according to the results of the target game (target race).

[0129] Furthermore, in the first embodiment, the progression means 56 executes a battle game in which a fully trained character generated from a first trained character trained in a training scenario competes against a fully trained character generated from a trained character trained by another player. For example, the progression means 56 executes a battle game (e.g., a battle race) using various types of parameters and skills corresponding to each fully trained character, and allows a winning player to earn rewards such as items and coins. Note that the progression means 56 may also allow a player who loses the battle game to earn rewards such as items and coins. In this case, the number of items and coins earned by the losing player is smaller than the number of items and coins earned by the winning player.

[0130] The generating means 58 is a functional means for generating a character whose development has been completed.

[0131] In the first embodiment, the generation means 58 generates a character to be trained (first character to be trained) as a completed-training character upon completion of the training scenario. For example, the generation means 58 stores a completed-training character that copies the character ID and status of the first character to be trained at the time the training scenario ends in the owned character information of the player information 50A. In other words, the generation means 58 generates a completed-training character that has the same current parameters and acquired skills as the first character to be trained at the time the training scenario ends.

[0132] In the first embodiment, the status of the character that has been trained and is generated from the character to be trained (first character to be trained) includes the acquired skills. For example, the acquired skills are the same as the acquired skills (basic skills and skills acquired in the training scenario) included in the status of the character to be trained at the end of the training scenario.

[0133] In the first embodiment, the status of the character that has been trained and is generated from the character to be trained (first character to be trained) includes multiple types of parameters. For example, these multiple types of parameters are the same as the current parameters (speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) included in the status of the character to be trained at the end of the training scenario.

[0134] Furthermore, in the first embodiment, the status corresponding to the fully trained character affects the update (change) of the status corresponding to the character to be trained (first character to be trained) in a new training scenario, together with the support character determined by the determination means 54. For example, in a new training scenario, the determination means 54 determines a predetermined number or less of support characters to be used to train the first character to be trained, and fully trained characters (for example, two characters) that will assist in training the first character to be trained, in response to a determination instruction from the player. These fully trained characters may be automatically organized by the organization means 52 in descending order of the total value of their parameters, or may be organized by an arbitrary selection instruction from the player. Next, in the new development scenario, the progressing means 56 generates a first support effect corresponding to the determined support character for the first development target character for each turn, and generates a second support effect corresponding to the status of the determined development-completed character.

[0135] This second support effect is, for example, changing (increasing) the current parameters corresponding to the first character to be trained in accordance with multiple types of parameters included in the status of the trained character. Specifically, the second support effect is increasing each of the current parameters of the first character to be trained by using 1% of each type of parameter included in the status of the trained character as a bonus value. The second support effect is, for example, to allow the first character to be trained to acquire a skill in accordance with the acquired skill included in the status of the trained character. Specifically, the second support effect is to set the acquired skill included in the status of the trained character as the basic skill of the first character to be trained.

[0136] In the first embodiment, the status corresponding to the fully trained character affects the outcome of the battle game using the fully trained character, which is different from the training scenario. For example, the progression means 56 executes the battle game (battle race) according to various types of parameters and skills corresponding to one or more fully trained characters selected by the player.

[0137] <Processing flow> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. The processing of the following steps is initiated, for example, when a player selects a training scenario (a new training scenario) in the training scenario menu and then selects a first character to be trained. The initial value of the variable n described below is 0. The order and content of the following steps can be changed as appropriate.

[0138] (Step SP10) The progression means 56 displays a support selection screen for the player to select a support character.

[0139] FIG. 6 is a diagram showing an example of the support selection screen 60 in the first embodiment.

[0140] As shown in Figure 6, the support selection screen 60 has a character information area 62 to be developed, a support deck information area 63, a manual formation button 64, a reset button 65, an automatic formation button 66, a back button 67, and a decision button 68. In the character information area 62, an image of the first character to be raised and the like are displayed. The support deck information area 63 displays images of a predetermined number or less of support characters organized by the player. The manual formation button 64 is a button (instruction area) for displaying a list screen of support characters corresponding to the player and issuing an instruction to manually form one support character. For example, by instructing a manual formation button 64 other than the rental slot, the player can display a list screen of support characters owned by the player and manually form one support character. Also, by instructing the rental slot manual formation button 64, the player can display a list screen of support characters owned by other players who are friends with the player, and manually form one support character. The reset button 65 is a button for issuing an instruction to cancel the selection state of all characters selected as support characters. The automatic formation button 66 is a button for issuing an instruction to automatically form a predetermined number of support characters or less. The back button 67 is a button for issuing an instruction to close the support selection screen 60 and return to the screen for reselecting the first character to be trained. The decision button 68 is a button for issuing an instruction to decide on a manually or automatically organized support character as a support character to be used for the first character to be trained (support character to be organized).

[0141] Returning to FIG. 5, the process proceeds to step SP12.

[0142] (Step SP12) The progress means 56 determines whether or not the automatic formation button has been selected on the support selection screen. If the determination is affirmative, the process proceeds to step SP14, whereas if the determination is negative, the process proceeds to step SP18.

[0143] (Step SP14) The organizing means 52 automatically organizes a predetermined number of support characters or less based on the status of the character that has been raised and created by the player.

[0144] For example, the organizing means 52 identifies skills that a certain fully-trained character has not acquired among the fully-trained characters generated by the player. Specifically, the organizing means 52 references the status of the fully-trained character in the owned character information in the player information 50A, and identifies skills that the fully-trained character generated in the immediately preceding training scenario has not acquired (for example, "become good at long distance running" and "become good at summer races") as specific skills.

[0145] Next, the organizing means 52 automatically organizes support characters associated with the player into support characters with high parameter change rates and event occurrence rates (e.g., first to second place) and support characters that generate support effects that cause the first character to be trained to acquire specific skills (e.g., first to fourth place). Then, the process proceeds to step SP16.

[0146] (Step SP16) The progress means 56 reflects the support characters automatically organized in step SP14 on the support character selection screen.

[0147] FIG. 7 is a diagram showing an example of a support character selection screen 60 including automatically organized support characters in the first embodiment.

[0148] As shown in FIG. 7, the support deck information area 63 on the support character selection screen 60 displays images of a predetermined number or less of support characters that were automatically organized in step SP14.

[0149] Returning to FIG. 5, the process proceeds to step SP18.

[0150] (Step SP18) The progress means 56 determines whether or not the decision button has been pressed by the player on the support character selection screen. If the determination is affirmative, the determination means 54 determines that the organized support characters, which are equal to or less than the predetermined number, are to be used for the first character to be developed. Then, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP12.

[0151] (Step SP20) The progression means 56 increments (+1) the variable n, which is the current number of turns in the development scenario. For example, the progression means 56 references the game information of the turn information in the development scenario information 50E and starts a game (development game or target game) corresponding to the current number of turns (variable n) in the development scenario.

[0152] For example, when the game corresponding to the current turn number is a training game, the progression means 56 receives a selection of a training event for one of training, rest, and practice race from the player. Then, the progression means 56 executes the training game for the selected training event.

[0153] Furthermore, for example, when the game corresponding to the current turn number is the target game, the progression means 56 displays a skill acquisition screen on the touch panel 32 before executing the target game based on an instruction from the player. Next, on the skill acquisition screen, the progression means 56 consumes the skill points granted to the first training target character to cause the first training target character to acquire one or more skills from among the skills that the first training target character can acquire. Next, the progression means 56 executes the target game by referring to the status (current parameters and acquired skills) of the training target character in the player information 50A and the race conditions and rival character information in the target game information 50D.

[0154] Here, the progression means 56 executes the target game according to the preferential treatment status of the first character to be trained. For example, when the preferential status of a first character to be trained is the skill of "being good at racing in the rain" by referring to the status information (preferential status) of the character to be trained in the character information 50B, the progression means 56 allows the first character to be trained to advantageously progress through the target game if the first character to be trained has acquired the skill. Specifically, the progression means 56 changes the weather of the race conditions in the target game information 50D to "rain" to allow the first character to be trained to advantageously progress through the target game if the first character to be trained has acquired the skill. Furthermore, for example, the progression means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B, and when the preferential status of the first character to be trained is a "stamina" parameter, the progression means 56 allows the target game to proceed advantageously when the parameter of the first character to be trained is high. Specifically, the progression means 56 changes the race distance of the race conditions in the target game information 50D to "long distance," thereby allowing the target game to proceed advantageously when the parameter of the first character to be trained is high. Then, the process proceeds to step SP22.

[0155] (Step SP22) The progression means 56 executes an event lottery, and if the event lottery is won, causes an event to occur. For example, the progression means 56 references the status (current level) of the support character in the owned character information in the player information 50A, the status information of the support character in the character information 50B, and the like, and performs a lottery to determine whether or not to cause one or more events to occur, depending on the event occurrence rate for each support character determined in step SP18.

[0156] Next, if the event lottery is won, i.e., if the lottery to generate one or more events is won, the progress means 56 refers to the event image in the event information 50G and displays an event screen (not shown) showing the won event on the touch panel 32.

[0157] Next, the progress means 56 refers to the skills in the event information 50G and adds the skill corresponding to the selected event to the acquireable skills of the character to be trained. If the event lottery is not won, the progress means 56 does not display the event screen or add any acquireable skills. Then, the process proceeds to step SP24.

[0158] (Step SP24) The progression means 56 changes the status of the first character to be trained.

[0159] For example, if the game corresponding to the current turn number is a training game, the progression means 56 updates (changes) the current parameters and current skill points of the first character to be trained according to the training event selected by the player and the parameter change rate corresponding to the support character organized (determined in step SP18).

[0160] Specifically, the progression means 56 refers to the achievement information in the training game information 50C, and calculates the amount of change in the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, and motivation) and the standard amount of skill points to be granted, depending on the training event (e.g., training) selected by the player, the lottery probability for the status change (e.g., the probability of drawing a value to increase or decrease the standard amount), the type of training game (first training game or second training game), etc. Next, the progression means 56 refers to the status (current level) of the support character in the owned character information in the player information 50A, the status information (support effect) of the support character in the character information 50B, etc., and changes the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, and motivation) and the current skill points, etc., using the value obtained by multiplying the parameter change rate of each support character determined in step SP18 by the calculated standard amount as the change value.

[0161] Furthermore, for example, when the game corresponding to the current number of turns is the target game, the progression means 56 increases the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, and motivation) or increases the current skill points according to the ranking at the end of the executed target game. Note that the progression means 56 may change (further increase) the increase amount of the current parameters and current skill points based on the parameter change rate corresponding to the organized support character (determined in step SP18). Then, the process proceeds to step SP26.

[0162] (Step SP26) The progress means 56 displays a development result screen for showing the development result of the first development target character in the turn.

[0163] FIG. 8 is a diagram showing an example of the development result screen 70 in the first embodiment.

[0164] As shown in FIG. 8, the training result screen 70 is provided with a training target character information area 72 and a status change information area 74. In the character information area 72, an image of the first character to be raised and the like are displayed. The status change information area 74 indicates that the current parameters corresponding to the first character to be trained have been changed.

[0165] Returning to FIG. 5, the process proceeds to step SP28.

[0166] (Step SP28) The progression means 56 determines whether the development scenario has ended. For example, the progression means 56 refers to the turn information in the development scenario information 50E, and makes an affirmative determination if the current number of turns (variable n) is the maximum number of turns. If the determination is affirmative, the process proceeds to step SP30. On the other hand, if the determination is negative, the process proceeds to step SP20.

[0167] (Step SP30) The generation means 58 generates the first character to be trained as a fully trained character upon completion of the training scenario. For example, the generation means 58 generates a fully trained character with the same current parameters and acquired skills as those of the first character to be trained at the time the training scenario ends. Specifically, the generation means 58 copies (transfers) the status (current parameters and acquired skills) of the first character to be trained in the owned character information of the player information 50A as the status of the new fully trained character. Then, the series of processes shown in FIG. 5 ends.

[0168] (Example 2) In the above-mentioned specific example 1, it was explained that the organizing means 52 automatically changes the support characters to be organized depending on the status corresponding to a certain fully trained character associated with the player, but it may also be configured to automatically change the support characters to be organized depending on the status corresponding to each of multiple fully trained characters associated with the player. In other words, before the start of a new development scenario, the organization means 52 may automatically change the support characters to be organized in accordance with the status corresponding to each of the multiple developed characters generated upon the completion of a previously executed development scenario.

[0169] For example, before the start of a new training scenario, the organizing means 52 identifies skills that have not been acquired by each of the multiple trained characters as specific skills, and automatically organizes support characters that generate a support effect that causes a trained character (first trained character) to acquire the specific skill. Specifically, the organizing means 52 refers to the status of the trained characters in the owned character information in the player information 50A, and if two or more trained characters or all trained characters generated in each training scenario have not acquired the skill "become good at long distance running," the organizing means 52 identifies the skill as a specific skill. Next, the organizing means 52 refers to the owned character information, friend information, and support character status information in the character information 50B, and automatically organizes support characters associated with the player that have a high event occurrence rate (e.g., first to fourth place) for an event that causes the first trained character to acquire a specific skill (an event to be added to the acquireable skills). Next, the organizing means 52 automatically organizes support characters (e.g., first to second place) that have a high total event occurrence rate for each predetermined event from the remaining support characters associated with the player.

[0170] Furthermore, for example, before the start of a new training scenario, the organizing means 52 identifies, among the various types of parameters corresponding to each of the multiple trained characters, parameters with low statistical values ​​(e.g., totals, averages, medians, etc.) as specific parameters, and automatically organizes support characters that generate support effects that increase the specific parameters corresponding to the trained character (first trained character). Specifically, the organizing means 52 refers to the status of the trained characters in the owned character information in the player information 50A, and calculates the total value of each type of parameter corresponding to some or all of the trained characters generated in each training scenario. Next, the organizing means 52 identifies, among the calculated types of parameters, "guts" with the lowest total value and "stamina" with the second lowest total value as specific parameters. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes support characters (e.g., first to fourth place) from among the support characters associated with the player that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., guts and stamina) corresponding to the first character to be trained. Next, the organizing means 52 automatically organizes support characters (e.g., first to second place) from among the remaining support characters associated with the player that have a high total value of the parameter change rate for each of the predetermined parameters.

[0171] <Effects> As described above, in the first embodiment, the program is for executing a development scenario for developing a character to be developed, and causes a computer to function as: an organizing means 52 that automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of the development scenario; a determination means 54 that determines the organized support characters as support characters to be used for the character to be developed in accordance with instructions from the player; an advancement means 56 that advances the development scenario by generating support effects in accordance with the determined support characters and updating the status corresponding to the character to be developed; and a generation means 58 that generates the character to be developed as a fully developed character upon completion of the development scenario, and the organizing means 52 automatically changes the support characters to be organized in accordance with the status corresponding to the generated fully developed character before the start of a new development scenario.

[0172] With this configuration, before starting a new development scenario, the player can be encouraged to use a support character that corresponds to the status of the generated character that has been developed, thereby making it possible to vary the support effects that occur in the new development scenario and the development results of the character to be developed.

[0173] In addition, in the first embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that the fully trained character has not acquired as specific skills before the start of a new training scenario, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0174] With this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the character that has completed training to acquire skills that the character has not yet acquired, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the character to be trained.

[0175] In addition, in the first embodiment, the status corresponding to a character that has been fully trained includes multiple types of parameters, and before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to a character that has been fully trained that have not reached a reference value, and automatically organizes support characters that generate support effects that increase the specific parameters corresponding to the character to be trained.

[0176] With this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters of each type corresponding to a character that has been trained but has not yet reached a reference value, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the character to be trained.

[0177] In addition, in the first embodiment, the program is for executing a development scenario for developing a character to be developed, and causes a computer to function as: an organizing means 52 that automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of the development scenario; a determination means 54 that determines the organized support characters as support characters to be used for the character to be developed in accordance with instructions from the player; an advancement means 56 that advances the development scenario by generating support effects in accordance with the determined support characters and updating the status corresponding to the character to be developed; and a generation means 58 that generates the character to be developed as a fully developed character upon completion of the development scenario, and before the start of a new development scenario, the organizing means 52 automatically changes the support characters to be organized in accordance with the status corresponding to each of the multiple fully developed characters generated upon completion of a development scenario previously executed.

[0178] With this configuration, before starting a new development scenario, the player can be encouraged to use support characters that correspond to the status of multiple characters that have been developed in the past, thereby making it possible to vary the support effects that occur in the new development scenario and the development results of the characters to be developed.

[0179] In addition, in the first embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that each of the multiple fully trained characters has not acquired as specific skills before the start of a new training scenario, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0180] With this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows each of the multiple characters that have completed training to acquire skills that they have not yet acquired, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0181] In addition, in the first embodiment, the status corresponding to a character that has been fully trained includes multiple types of parameters, and before a new training scenario begins, the organizing means 52 identifies, among the types of parameters corresponding to each of the multiple characters that have been fully trained, a parameter with a low statistical value as a specific parameter, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0182] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters with low statistical values ​​among the various types of parameters corresponding to each of multiple characters that have been trained, thereby making it possible to vary the support effects that occur in the training scenario and the training results of the characters to be trained.

[0183] Furthermore, in the first embodiment, the status corresponding to the character whose training has been completed influences the update of the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

[0184] According to this configuration, in a new training scenario, the status corresponding to the character that has been trained affects the update of the status corresponding to the character to be trained, so that the training results of the character to be trained can be made different and the generated trained characters can be diversified.

[0185] Furthermore, in the first embodiment, the status corresponding to the fully trained character affects the outcome of the fighting game using the fully trained character, which is different from the training scenario.

[0186] According to this configuration, the player can use characters that have been trained and have different training results in the battle game, which can increase the interest of the battle game.

[0187] ---Second embodiment--- Next, a second embodiment will be described.

[0188] The second embodiment differs from the first embodiment in that the organization means 52 automatically changes the support characters to be organized depending on the status corresponding to the characters that have been trained and used in the battle game. Note that the configuration and functions of the game system according to the second embodiment, which will not be described below, are the same as those of the game system 1 according to the first embodiment.

[0189] (Example 1) In the second embodiment, the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to the fully trained character used in the fighting game before the start of a new training scenario. For example, after the end of a certain fighting game and before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to a certain fully trained character (one fully trained character) used in the certain fighting game.

[0190] For example, when organizing a predetermined number (e.g., six) or less of support characters, the organizing means 52 automatically organizes some support characters (e.g., three) with high parameter change rates or event occurrence rates, and then automatically organizes the remaining support characters (e.g., three) according to the status corresponding to a certain character that has been fully trained and used in a certain fighting game. Note that the organizing means 52 may automatically organize all support characters according to the status corresponding to a certain character that has been fully trained. This certain completed-training character may be, among the completed-training characters included in the battle game history in the player information 50A, any completed-training character used in the battle game executed immediately before the new training scenario (the completed-training character used in the battle game most recently), any completed-training character used in the battle game a predetermined number of times ago, any completed-training character used in a randomly selected battle game, etc. This certain completed-training character may be a character designated by the player, a character designated as a leader character or sub-character in the battle game, a character with the lowest part of the parameters, a randomly selected character, etc.

[0191] Furthermore, for example, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized in accordance with the status corresponding to the trained character used when the player lost in the battle game. Specifically, the organization means 52 refers to the battle game history in the player information 50A and identifies trained character information for which flag information indicating a defeat is associated with the game result. For example, the organization means 52 identifies trained character information associated with the most recent battle game history or a predetermined number of battle games ago from the battle game history for which flag information indicating a defeat is associated with the game result. Next, the organization means 52 automatically organizes one or more support characters from the identified trained character information in accordance with the status corresponding to a certain trained character.

[0192] For example, before the start of a new training scenario, the organizing means 52 identifies skills that a fully trained character used in a battle game has not acquired as specific skills, and automatically organizes support characters that generate support effects that cause a character to be trained (a first character to be trained) to acquire the specific skills. Specifically, the organizing means 52 references the status of the fully trained characters in the owned character information in the player information 50A, and if the identified fully trained character has not acquired the skills "become good at racing in the rain" and "become good at running clockwise," identifies those skills as specific skills. Next, the organizing means 52 references the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes support characters (e.g., first to sixth) associated with the player that have a high event occurrence rate for events that cause the first character to be trained to acquire each of the specific skills (events that are added to the acquireable skills).

[0193] Furthermore, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to the fully trained characters used in the battle game that have not reached a reference value, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the trained character (first trained character). Specifically, the organizing means 52 references the status of the fully trained character in the owned character information in the player information 50A and the attainment reference value of the status information of the trained character in the character information 50B, and identifies, as specific parameters, parameters (e.g., intelligence) that are below the attainment reference value corresponding to the trained character before the trained character was generated. Next, the organizing means 52 references the owned character information, friend information, and status information of the support character in the character information 50B, and automatically organizes support characters (e.g., first to third place) that have a high parameter change rate that changes (increases) the amount of change in the specific parameter (e.g., intelligence) corresponding to the first trained character from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (for example, first to third places) having the highest total value of the parameter change rate of each predetermined parameter from among the remaining support characters associated with the player.

[0194] <Processing flow> 9 is a flowchart showing an example of the flow of processing performed by each functional means in the game system according to the second embodiment. The processing of the following steps is initiated, for example, when a player selects a training scenario (a new training scenario) in the training scenario menu and then selects a first character to be trained. The initial value of the variable n described below is 0. The order and content of the following steps can be changed as appropriate.

[0195] (Step SP40 to Step SP42) The processing in steps SP40 to SP42 is the same as the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted. Then, the process proceeds to step SP44.

[0196] (Step SP44) The organizing means 52 automatically organizes a predetermined number of support characters or less based on the battle game history.

[0197] For example, the organizing means 52 identifies, as the specific parameters, parameters of each type corresponding to a trained character used in a fighting game among the trained characters generated by the player that have not reached a reference value. Specifically, the organizing means 52 refers to the fighting game history in the player information 50A and identifies trained character information for which flag information indicating a loss is associated with the game result. For example, the organizing means 52 identifies trained character information associated with the most recent (most recent) fighting game history among the fighting game histories for which flag information indicating a loss is associated with the game result.

[0198] Next, the organizing means 52 randomly identifies one fully-fostered character from the identified fully-fostered character information as a certain fully-fostered character.

[0199] Next, the organization means 52, for example, refers to the status of the character that has been trained in the owned character information in the player information 50A and the standard value to be reached in the status information of the character to be trained in the character information 50B, and identifies as a specific parameter, among the various types of parameters (trained parameters) corresponding to a certain character that has been trained, a parameter (for example, intelligence) that is below the standard value to be reached corresponding to a certain character to be trained before the certain character that has been trained was generated.

[0200] Next, the organizing means 52 refers to the owned character information and friend information in the player information 50A and the status information of the support characters in the character information 50B, and automatically organizes from among the support characters associated with the player, support characters (e.g., 1st to 6th place) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., intelligence) corresponding to the first character to be developed. Then, the process proceeds to step SP46.

[0201] (Step SP46 to Step SP60) The processing in steps SP46 to SP60 is the same as the processing in steps SP16 to SP30 described above, and therefore a description thereof will be omitted. Then, the series of processes shown in FIG. 9 ends.

[0202] (Example 2) In the above-mentioned specific example 1, it was explained that the organizing means 52 automatically changes the support characters to be organized depending on the status corresponding to a certain fully trained character used in the fighting game, but it may also be configured to automatically change the support characters to be organized depending on the status corresponding to each of multiple fully trained characters used in the fighting game. In other words, before the start of a new training scenario, the organizing means 52 may automatically change the support characters to be organized in accordance with the status corresponding to each of multiple trained characters used in previously executed fighting games.

[0203] For example, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized in accordance with the status corresponding to each of the multiple trained characters used when the player lost in the battle game. Specifically, the organization means 52 refers to the battle game history in the player information 50A and identifies trained character information for which flag information indicating a loss is associated with the game result. For example, the organization means 52 identifies trained character information associated with the most recent battle game history or a predetermined number of battle games ago from the battle game history for which flag information indicating a loss is associated with the game result. Next, the organization means 52 automatically organizes one or more support characters from the identified trained character information in accordance with the status corresponding to two or more trained characters or all trained characters.

[0204] For example, before the start of a new training scenario, the organizing means 52 identifies skills that have not been acquired by each of the multiple fully trained characters used in the battle game as specific skills, and automatically organizes support characters that generate support effects that cause the trained character to acquire the specific skills. Specifically, the organizing means 52 references the status of the fully trained characters in the owned character information in the player information 50A and the battle game history, and if two or more fully trained characters used in the battle game (e.g., all fully trained characters or the fully trained characters used in the most recent battle game) have not acquired the skills "to be good at races in the rain" and "to be good at races with gate numbers 1 to 3," identifies these skills as specific skills. Next, the organizing means 52 references the owned character information, friend information, and support character status information in the character information 50B, and automatically organizes support characters (e.g., first to sixth) associated with the player that have a high event occurrence rate for an event that causes the first trained character to acquire a specific skill (an event that is added to the acquireable skills).

[0205] Furthermore, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters with low statistical values ​​(e.g., totals, averages, medians, etc.) among the total values ​​of each type of parameter corresponding to each of the multiple trained characters used in the fighting game, and automatically organizes support characters that generate support effects that increase the specific parameters corresponding to the characters to be trained. Specifically, the organizing means 52 refers to the status of the trained characters in the owned character information in the player information 50A and the fighting game history, and calculates the total values ​​of each type of parameter (trained parameters) corresponding to each of the two or more trained characters used in the fighting game. Next, the organizing means 52 identifies, as specific parameters, "motivation" with the lowest total value and "power" with the second lowest total value among the calculated types of parameters. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes, from among the support characters associated with the player, support characters (e.g., 1st to 6th place) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., motivation and power) corresponding to the first character to be developed.

[0206] <Effects> As described above, in the second embodiment, there is provided a program for executing a training scenario for training characters to be trained and a fighting game in which characters that have been trained can be used, in which a computer functions as an organizing means 52 that automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario, a determination means 54 that determines the organized support characters as support characters to be used for the characters to be trained in accordance with instructions from the player, an advancement means 56 that advances the training scenario by generating support effects in accordance with the determined support characters and updating the status corresponding to the characters to be trained, and a generation means 58 that generates the characters to be trained as characters that have been trained upon completion of the training scenario, and the organizing means 52 automatically changes the support characters to be organized in accordance with the status corresponding to the characters that have been trained used in the fighting game before the start of a new training scenario.

[0207] With this configuration, before starting a new training scenario, the player can be encouraged to use a support character that corresponds to the status of the character that has been trained and used in the fighting game, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the character to be trained.

[0208] In addition, in the second embodiment, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized depending on the status corresponding to the trained character used when the player was defeated in the fighting game.

[0209] With this configuration, before the start of a new training scenario, the player can be encouraged to use a support character with a status corresponding to the trained character used when the player was defeated in the fighting game, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the character to be trained.

[0210] In addition, in the second embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies, before the start of a new training scenario, skills that have not been acquired by a fully trained character used in a fighting game as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0211] With this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the character that has been trained to acquire skills that have not been acquired by the character that has been trained in the fighting game, thereby making it possible to make the support effects that occur in the new training scenario and the training results of the character to be trained different.

[0212] In addition, in the second embodiment, the status corresponding to the character that has been trained includes multiple types of parameters, and the organizing means 52, before the start of a new training scenario, identifies as specific parameters those types of parameters corresponding to the character that has been trained and used in the fighting game that have not reached a reference value, and automatically organizes support characters that generate support effects that increase the specific parameters corresponding to the character to be trained.

[0213] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters that have not reached a reference value among the various types of parameters corresponding to the characters that have been trained and used in the fighting game, thereby making it possible to make the support effects generated in the new training scenario and the training results of the characters to be trained different.

[0214] In addition, in the second embodiment, the program is for executing a development scenario for developing a character to be developed and a fighting game in which multiple developed characters can be used, and causes the computer to function as: a development means 52 that automatically develops a predetermined number or less of support characters from among the support characters associated with the player before the development scenario begins; a determination means 54 that determines the developed support characters as support characters to be used for the character to be developed in accordance with instructions from the player; an advancement means 56 that advances the development scenario by generating support effects in accordance with the determined support characters and updating the status corresponding to the character to be developed; and a generation means 58 that generates the character to be developed as a developed character upon completion of the development scenario, and the development means 52 automatically changes the support characters to be developed in accordance with the status corresponding to each of the multiple developed characters used in the fighting game before the start of a new development scenario.

[0215] With this configuration, before starting a new training scenario, the player can be encouraged to use support characters that correspond to the status of multiple characters that have been trained in the fighting game, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0216] In addition, in the second embodiment, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized in accordance with the status corresponding to each of the multiple trained characters used when the player was defeated in the fighting game.

[0217] With this configuration, before starting a new training scenario, the player can be encouraged to use support characters with status corresponding to the multiple trained characters used when losing the fighting game, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0218] In addition, in the second embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies, before the start of a new training scenario, skills that have not been acquired by each of the multiple fully trained characters used in the fighting game as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0219] With this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the multiple characters that have been trained in the competitive game to acquire skills that have not been acquired, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0220] In addition, in the second embodiment, the status corresponding to a fully trained character includes multiple types of parameters, and the organizing means 52, before the start of a new training scenario, identifies a parameter with a low statistical value from among the various types of parameters corresponding to each of the multiple fully trained characters used in the fighting game as a specific parameter, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0221] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters with low statistical values ​​among the various types of parameters corresponding to the multiple characters that have been trained and used in the fighting game, thereby making it possible to vary the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0222] In addition, in the second embodiment, the status corresponding to the character whose training has been completed affects the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

[0223] According to this configuration, in a new training scenario, the status corresponding to the character that has been trained affects the update of the status corresponding to the character to be trained, so that the training results of the character to be trained can be made different and the generated trained characters can be diversified.

[0224] ---Third embodiment--- Next, a third embodiment will be described.

[0225] The third embodiment differs from the first and second embodiments in that the organizing means 52 automatically organizes support characters that generate support effects that develop predetermined statuses corresponding to characters to be developed. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are similar to the configuration and functions of the game system 1 according to the first and second embodiments.

[0226] In the third embodiment, before the start of the training scenario, the organizing means 52 automatically organizes support characters that generate a support effect for developing a favorable status corresponding to the first character to be trained. For example, if the favorable status is a predetermined skill, this training may include adding the predetermined skill to the acquireable skills or acquiring the predetermined skill. For example, if the favorable status is a predetermined type of parameter, this training may include increasing the parameter.

[0227] For example, the organizing means 52 refers to the status information of the character to be trained in the character information 50B, etc., to identify the preferential status corresponding to the first character to be trained. Next, the organizing means 52 refers to the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes a support character that will train the preferential status corresponding to the first character to be trained from among the support characters associated with the player.

[0228] Furthermore, in the third embodiment, the organizing means 52 automatically organizes support characters that generate support effects that cause the first character to be trained to acquire predetermined skills that are preferential statuses. For example, the organizing means 52 references the status information of the character to be trained in the character information 50B and so on, and identifies the skills "become good at racetrack A" and "become good at turning clockwise" as preferential statuses corresponding to the first character to be trained. Next, the organizing means 52 references the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to second place) that have a high event occurrence rate for an event (an event to be added to the acquireable skills) that causes the first character to be trained to acquire the skills "become good at racetrack A" and "become good at turning clockwise" from among the support characters associated with the player.

[0229] In the third embodiment, the organizing means 52 automatically organizes support characters that generate support effects that increase a predetermined type of parameter, which is a preferential status, for the first character to be developed. For example, the organizing means 52 references the status information of the character to be developed in the character information 50B and so on to identify a stamina parameter as a preferential status corresponding to the first character to be developed. Next, the organizing means 52 references the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to second place) that have a high parameter change rate that changes (increases) the amount of change in the stamina parameter corresponding to the first character to be developed from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (e.g., first to fourth place) that have a high total value of the event occurrence rate corresponding to each of the predetermined events from among the remaining support characters associated with the player.

[0230] <Processing flow> 10 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to the third embodiment. The processing of the following steps is initiated, for example, when a player selects a training scenario (a new training scenario) in the training scenario menu and then selects a first character to be trained. The initial value of the variable n described below is 0. The order and content of the following steps can be changed as appropriate.

[0231] (Step SP70 to Step SP72) The processing in steps SP70 to SP72 is the same as the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted. Then, the process proceeds to step SP74.

[0232] (Step SP74) The organizing means 52 automatically organizes a predetermined number of support characters or less based on the preferential status corresponding to the first character to be raised.

[0233] For example, the organizing means 52 automatically organizes support characters that generate support effects that increase a predetermined type of parameter for the first character to be developed. Specifically, the organizing means 52 refers to the status information of the character to be developed in the character information 50B, and specifies a power parameter as the preferential status corresponding to the first character to be developed.

[0234] Next, the organizing means 52 refers to the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes each of the support characters (e.g., 1st to 6th place) from among the support characters associated with the player, with a high parameter change rate that changes (increases) the amount of change in the power parameter corresponding to the first character to be developed. Then, the process proceeds to step SP76.

[0235] (Step SP76 to Step SP90) The processing in steps SP76 to SP90 is the same as the processing in steps SP16 to SP30 described above, and therefore a description thereof will be omitted. Then, the series of processes shown in FIG. 10 ends.

[0236] <Effects> As described above, in the third embodiment, there is provided a program for executing a development scenario in which a first development target character selected by a player from among a plurality of development target characters, and the program causes a computer to function as: an organizing means 52 that automatically organizes a predetermined number or less of support characters from among support characters associated with the player before the start of the development scenario in which the first development target character is developed; a determination means 54 that determines, in response to instructions from the player, the organized support characters as support characters to be used for the first development target character; and an advancement means 56 that generates support effects corresponding to the determined support characters and advances the development scenario in which the status corresponding to the first development target character is updated; and the organizing means 52 automatically organizes support characters that generate support effects that develop preferential statuses corresponding to the first development target character before the start of the development scenario, the preferential statuses being statuses that can be developed to an advantage in a target game included in the development scenario, and the preferential statuses corresponding to at least two development target characters being different statuses.

[0237] According to this configuration, by selecting different characters to be trained, the player can be encouraged to use support characters that generate support effects that train different statuses (preferential statuses), thereby making it possible to vary the support effects generated in each training scenario and the training results of the characters to be trained.

[0238] In addition, in the third embodiment, the status corresponding to the first character to be developed includes an acquired skill, and the preferential status is a predetermined skill that, when acquired, allows the target game to progress advantageously, and the organizing means 52 automatically organizes support characters that generate a support effect that allows the first character to be developed to acquire the predetermined skill.

[0239] According to this configuration, by selecting different characters to be trained, the player can be encouraged to use support characters that generate support effects that allow the player to acquire different skills (preferential status), thereby making it possible to vary the support effects generated in each training scenario and the training results of the characters to be trained.

[0240] Furthermore, in the third embodiment, the target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the more skills the first character to be trained can acquire.

[0241] According to this configuration, the first character to be trained can acquire many skills, which can motivate the player to carry out the training scenario.

[0242] In addition, in the third embodiment, the status corresponding to the first character to be developed includes multiple types of parameters, and the preferential status is a predetermined type of parameter that, when increased, allows the target game to progress advantageously, and the organizing means 52 automatically organizes support characters that generate support effects that increase the predetermined type of parameter corresponding to the first character to be developed.

[0243] According to this configuration, by selecting different characters to be trained, the player can be encouraged to use support characters that generate support effects that increase different types of parameters (preferential status), thereby making it possible to vary the support effects generated in each training scenario and the training results of the characters to be trained.

[0244] In the third embodiment, the target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the more one or more types of parameters corresponding to the first character to be trained are increased.

[0245] According to this configuration, it is possible to increase one or more types of parameters corresponding to the first character to be trained, thereby providing the player with an incentive to carry out the training scenario.

[0246] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0247] For example, in the first embodiment, the progress means 56 is described as conducting an event lottery when the development game or the target game is executed, but the event lottery may also be conducted before the development game or the target game is executed (for example, at the start of a turn).

[0248] Furthermore, in the first embodiment, the progression means 56 is described as displaying the skill acquisition screen before the execution of the target game, but the skill acquisition screen may be displayed before the start of the training game.

[0249] In the first embodiment, the progression means 56 draws a lottery based on the event occurrence rate of the organized support characters, and if the lottery is won, a skill corresponding to a predetermined event is set as an acquireable skill for the character to be trained (first character to be trained). However, if the lottery is won, the skill corresponding to the predetermined event may be directly acquired by the character to be trained. In other words, if the lottery is won, the progression means 56 may cause the character to be trained to acquire a skill without consuming skill points.

[0250] Furthermore, in the first embodiment, the case where the characters to be trained and the support characters are racehorse characters has been described, but they may also be athlete characters of various sports, idol characters, cartoon characters, and the like.

[0251] In the first embodiment, the first character to be trained is trained using a organized (determined) support character. However, one or more characters may be trained using a support card or a support item associated with the character. That is, the support character may be a support card or a support item. For example, the organization means 52 may automatically organize a predetermined number (e.g., six) or less of support cards from among the support cards associated with the player.

[0252] Furthermore, in the first embodiment, the target game is described as a race, but the target game may be various sports games (for example, a soccer game, a baseball game, a basketball game, etc.), battle games (for example, a shooting game, a battle royale game, a fighting game), a test (for example, a game in which players compete for the highest total score), etc. For example, the target game may be a game in which a team consisting of a first character to be trained and friendly characters (NPCs or characters to be trained owned by other players) competes against an enemy team. Examples of this enemy team include a team consisting of NPCs (Non Player Characters), a team consisting of characters to be trained owned by other players, and a team consisting of NPCs (Non Player Characters) and characters to be trained owned by other players.

[0253] Furthermore, in the first embodiment, the case where the skill acquired by the first character to be trained is activated in the target game has been described, but the skill may also be activated in the training game.

[0254] Furthermore, the skill acquired by the first character to be trained may be activated in response to a selection instruction (operation instruction) from the player. For example, the progression means 56 may randomly display a certain number (e.g., three) of skills (skill cards) from among the skills acquired by the first character to be trained in the training game or the target game on the touch panel 32, and repeatedly execute a game (skill selection game) in which the player selects one skill a predetermined number of times. For example, if the target game is a test, each skill (skill card) may be associated with a score, and the score associated with the skill selected by the player may be considered as an acquired score, and players may compete for ranking based on their total acquired scores. For example, the progression means 56 may significantly increase the acquired score as the first character to be trained has a higher predetermined type of parameter, which is a preferential status for the character.

[0255] In the first embodiment, the progression means 56 changes the race conditions in the target game according to the preferential status of the first character to be trained. However, different race conditions for each character to be trained may be stored in the target game information 50D. That is, the target game information 50D may include different race conditions, rival characters, and reward information for each character to be trained. Examples of such race conditions include conditions that are more advantageous when a character to be trained has a higher parameter of a predetermined type, which is a preferential status for the character to be trained, or conditions that are more advantageous when a character to be trained has acquired a predetermined skill, which is a preferential status for the character to be trained. Furthermore, the turn information in the training scenario information 50E may include a maximum number of turns and game information that differ for each character to be trained.

[0256] Furthermore, in the first embodiment, the generation means 58 has been described as generating a completed-training character with the same current parameters and acquired skills as the first character to be trained at the end of the training scenario, but it may also generate a completed-training character with a numerical value (e.g., ability value) or rank (e.g., S rank, A rank, B rank, C rank, etc.) set according to the current parameters and acquired skills.

[0257] In addition, in the second embodiment, the organization means 52 has been described as automatically changing the support characters to be organized before the start of a new training scenario in accordance with the status corresponding to the fully trained character used when the player lost the fighting game, but the support characters to be automatically organized may also be changed in accordance with the status corresponding to the fully trained character used when the player won the fighting game. [Explanation of symbols]

[0258] 10...Server device 12...Terminal device 50...Memory means 52…Organizing means 54...Decision-making means 56…Means of progression 58…Generation means

Claims

1. A program for executing a development scenario for developing a first development target character selected by a player from among a plurality of development target characters, Computer, a grouping means for automatically grouping a predetermined number of support characters or less from among the support characters associated with the player before the start of a training scenario for training the first character to be trained; a determination means for determining the organized support characters as support characters to be used for the first character to be trained in response to an instruction from the player; a progression means for progressing a development scenario that generates a support effect corresponding to the determined support character and updates a status corresponding to the first character to be developed; It functions as the organizing means, before the start of the training scenario, automatically organizes support characters that generate a support effect for developing a preferential status corresponding to the first training target character; The preferential status is a status that allows a player to advantageously progress through a target game included in the development scenario through development, The preferential statuses corresponding to at least two characters to be trained are different statuses; program.

2. The status corresponding to the first character to be trained includes an acquired skill, The preferential status is a predetermined skill that, when acquired, allows the target game to be advantageously progressed, the organizing means automatically organizes support characters that generate a support effect that causes the first character to be trained to acquire the predetermined skill; The program according to claim 1.

3. The target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the more skills the first character to be trained can acquire. The program according to claim 2.

4. the status corresponding to the first character to be raised includes a plurality of types of parameters; The preferential status is a predetermined type of parameter that, when increased, can advantageously progress the target game, the organizing means automatically organizes support characters that generate support effects that increase the predetermined types of parameters corresponding to the first character to be trained; The program according to claim 1.

5. the target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the higher one or more types of parameters corresponding to the first character to be trained are increased; The program according to claim 4.

6. An information processing device for executing a development scenario for developing a first development target character selected by a player from among a plurality of development target characters, comprising: a composition means for automatically compiling a predetermined number of support characters or less from among support characters associated with the player before the start of the development scenario for developing the first development target character; a determination means for determining the organized support characters as support characters to be used for the first character to be trained in response to an instruction from the player; a progression means for progressing a development scenario that generates a support effect corresponding to the determined support character and updates a status corresponding to the first character to be developed; Equipped with the organizing means, before the start of the training scenario, automatically organizes support characters that generate a support effect for developing a preferential status corresponding to the first training target character; The preferential status is a status that allows a player to advantageously progress through a target game included in the development scenario through development, The preferential statuses corresponding to at least two characters to be trained are different statuses; Information processing device.

Citation Information

Patent Citations

  • Program and information processing device

    JP7107411B1