Non-transitory computer-readable storage medium, information processing method, information processing system
By allowing players to utilize inherited game media with linked inheritance information and dynamic utility generation, the entertainment value of training games is enhanced through parameter updates and special utility conditions.
Patent Information
- Application Number
- JP2025112726
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-03
- Publication Date
- 2026-02-24
AI Technical Summary
There is a demand for enhancing the entertainment value of training games by utilizing inherited characters.
The game system allows players to select a training-completed game medium as an inherited medium, links inheritance information to the medium, updates parameters based on player input, generates utilities, and determines special utilities based on specific conditions, including an activation lottery for utility generation.
This approach increases the entertainment value of the game by providing dynamic and engaging gameplay through the use of inherited characters and linked parameters, enhancing player interest.
Smart Images

Figure 2026031422000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] Conventionally, as shown in Patent Document 1, for example, there is known a training game in which parameters linked to a character to be trained are updated based on a player's operation input. In this training game, the player can select an inherited character to be used to train the character to be trained. Factor information is linked to the inherited character, and utility is generated based on the factor information. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7432027 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned training game, there is a demand for further improvement in the entertainment value of the game by using inherited characters.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can increase the interest of a game. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; The computer executes the following: The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Includes:
[0007] The parameters linked to the development target game media include a plurality of types of acquisition parameters that are set to an acquireable state or an unacquirable state; The process of progressing the training game includes: and a process of linking acquired information of the acquired parameters set to the acquireable state to the training target game medium when a predetermined acquisition condition is met; The process of generating the special utility is A predetermined acquisition parameter may be changed from the non-acquirable state to the acquireable state.
[0008] The utility generation process includes: storing a history of the utility that has been generated or history information indicating the inherited information on which the utility has been generated; Whether the specific condition is met may be determined based on the history information.
[0009] The process of progressing the training game includes: Executing the utility generation process one or more times during the training game; In the utility generation process, for each of the inheritance information, an activation lottery is executed to determine whether or not to generate the utility corresponding to the inheritance information, and the utility that is selected in the activation lottery is generated; Whether or not the specific condition is met may be determined based on the results of the activation lottery for multiple pieces of inheritance information in one utility generation process, or the results of the activation lottery for multiple pieces of inheritance information during the training game.
[0010] The process of progressing the training game includes: It may be possible to determine that the specific condition is met when multiple pieces of predetermined inheritance information are linked to the inheritance game medium.
[0011] The specific condition may include winning a lottery that determines whether or not the special utility is generated.
[0012] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Includes:
[0013] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Includes:
[0014] In order to solve the above problem, the game device one or more computers; The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Includes: [Effects of the Invention]
[0015] According to the present invention, it is possible to improve the entertainment value of the game. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4]FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15]Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] FIG. 17 is a diagram illustrating commands in each turn. [Figure 18] FIG. 18 is a diagram illustrating the top screen. [Figure 19] FIG. 19 is a diagram illustrating the training screen. [Figure 20] FIG. 20 is a diagram illustrating training events. [Figure 21] FIG. 21 is a diagram illustrating an example of a basic training increase value. [Figure 22] FIG. 22 is a diagram illustrating the allocation ratio for training events. [Figure 23] Fig. 23A is a first diagram illustrating an example of a formula for calculating an increase in a competition level, and Fig. 23B is a second diagram illustrating an example of a formula for calculating an increase in a competition level. [Figure 24] FIG. 24 is a diagram illustrating an example of the heat-up effect. [Figure 25] FIG. 25 is a diagram illustrating the competition level dialogue. [Figure 26] Figure 26A is a diagram illustrating an example of a standard level and quota in a tournament, and Figure 26B is a diagram illustrating an example of a tournament bonus. [Figure 27] Fig. 27A is a first diagram illustrating a presentation image of a tournament. Fig. 27B is a second diagram illustrating a presentation image of a tournament. Fig. 27C is a third diagram illustrating a presentation image of a tournament. Fig. 27D is a fourth diagram illustrating a presentation image of a tournament. [Figure 28] Fig. 28A is a first diagram illustrating an example of a formula for calculating an increase in an ability parameter, and Fig. 28B is a second diagram illustrating an example of a formula for calculating an increase in an ability parameter. [Figure 29] FIG. 29 is a diagram illustrating an example of a training level effect value. [Figure 30] FIG. 30 is a diagram illustrating an example of a link training additional value. [Figure 31] FIG. 31 is a diagram illustrating an example of the link bonus correction value. [Figure 32] FIG. 32 is a first diagram illustrating the consultation screen. [Figure 33] FIG. 33 is a second diagram illustrating the consultation screen. [Figure 34] Fig. 34A is a first diagram explaining an inherited event. Fig. 34B is a second diagram explaining an inherited event. Fig. 34C is a third diagram explaining an inherited event. Fig. 34D is a fourth diagram explaining an inherited event. [Figure 35] Fig. 35A is a diagram illustrating an example of a base activation rate, and Fig. 35B is a diagram illustrating an example of an activation probability. [Figure 36] Fig. 36A is a diagram illustrating the correspondence between factor levels and hint levels, and Fig. 36B is a diagram illustrating the relationship between factor levels and increased values of ability parameters. [Figure 37] Fig. 37A is a diagram for explaining an example of a scenario factor, and Fig. 37B is a diagram for explaining an example of utility due to a scenario factor. [Figure 38] Fig. 38A is a first diagram illustrating the skill screen, and Fig. 38B is a second diagram illustrating the skill screen. [Figure 39] FIG. 39 is a diagram illustrating an example of skill list information. [Figure 40] FIG. 40 is a diagram illustrating an example of a skill state. [Figure 41] FIG. 41 is a diagram for explaining an example of hint level list information. [Figure 42] Fig. 42A is a first diagram illustrating a race selection screen. Fig. 42B is a diagram illustrating a race start screen. Fig. 42C is a first diagram illustrating a race result screen. Fig. 42D is a second diagram illustrating a race result screen. [Figure 43] Figure 43A is a diagram illustrating the breeding completion screen, Figure 43B is a second diagram illustrating the breeding completion screen, and Figure 43C is a third diagram illustrating the breeding completion screen. [Figure 44] FIG. 44 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 45] FIG. 45 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 46] FIG. 46 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 47] FIG. 47 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the preparation stage processing in the server. [Figure 49] FIG. 49 is a flowchart illustrating the development stage processing in the server. [Figure 50] FIG. 50 is a flowchart illustrating the process at the start of a turn in the server. [Figure 51] FIG. 51 is a flowchart illustrating the initiation factor determination process in the server. [Figure 52] FIG. 52 is a flowchart illustrating the development stage processing in the player terminal. [Figure 53] FIG. 53 is a flowchart illustrating subcommand processing in the player terminal. [Figure 54] FIG. 54 is a flowchart illustrating the subcommand designation information reception process in the server. [Figure 55] FIG. 55 is a flowchart illustrating the main command designation information receiving process in the server. [Figure 56] FIG. 56 is a flowchart illustrating the result information receiving process at the player terminal. [Figure 57] FIG. 57 is a flowchart illustrating the tournament holding process in the server. [Figure 58] FIG. 58 is a flowchart illustrating the winning determination information reception process at the player terminal. [Figure 59] FIG. 59 is a flowchart illustrating the training game ending process in the server. [Figure 60] FIG. 60 is a flowchart illustrating the inciting factor determination process according to the first modified example. [Figure 61] FIG. 61 is a flowchart illustrating the inciting factor determination process according to the second modified example. DETAILED DESCRIPTION OF THE INVENTION
[0017] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0018] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.
[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0021] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0022] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0023] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0024] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0025] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0026] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0027] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0028] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0029] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0030] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0031] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0032] (Game content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.
[0033] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.
[0034] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.
[0035] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.
[0036] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0037] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.
[0038] Each Support Card possessed by a player is associated with two parameters: the limit break stage and the level. The player can increase the level of the Support Card by consuming a specific item. However, each Support Card has a set upper limit for the level that can be increased for each limit break stage. For example, if the limit break stage is 0, the upper limit for the level is "30," and if the limit break stage is 1, the upper limit for the level is "35." In this way, each time the limit break stage is increased by one, the upper limit for the level increases by "5."
[0039] Here, all Support Cards have five levels of limit break, from level 0 to level 4. If a player possesses multiple copies of the same Support Card, they can increase the limit break level of that Support Card by consuming the surplus Support Cards. Specifically, the initial limit break level of a Support Card is level 0. Suppose a player possesses five specific Support Cards with a limit break level of level 0. In this case, the player can increase the limit break level of that Support Card by four levels by consuming the four surplus Support Cards for one base Support Card. In this way, the player can increase the limit break level of a Support Card by a maximum of four levels. As a result, the upper limit value of the Support Card's level can be increased by a maximum of "20."
[0040] As will be described in detail later, each support card has a preset rarity, and the upper limit of the level at each upper limit release stage differs depending on the rarity of the support card.
[0041] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.
[0042] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.
[0043] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.
[0044] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).
[0045] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0046] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.
[0047] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0048] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0049] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0050] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110c. When the close operation unit 110c is tapped, the option setting screen 110 is closed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0051] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0052] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0053] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.
[0054] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0055] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.
[0056] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0057] In this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100, as shown in FIG. 3A . When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points, which are provided only during the specific event, for various rewards.
[0058] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.
[0059] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and can use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.
[0060] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as a character to be trained).
[0061] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.
[0062] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and specific character registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.
[0063] <Preparatory processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character.
[0064] <Scenario registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0065] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0066] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0067] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0068] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0069] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0070] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0071] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values for all five ability parameters will be "1400."
[0072] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".
[0073] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.
[0074] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.
[0075] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20."
[0076] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.
[0077] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0078] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.
[0079] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the development target character selection screen 150.
[0080] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0081] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0082] Here, in the ability parameter display section 152a, initial upper limit values that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values for speed, power, and tenacity are identifiable relative to the initial upper limit values for stamina and intelligence. Here, as an identifiable display, initial upper limit values that exceed the common base value are flashed or displayed in a different color.
[0083] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values of ability parameters for each character. Then, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0084] In this embodiment, initial ability parameter values are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.
[0085] The initial value of each character's ability parameters increases by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of that character's ability parameters also increases.
[0086] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.
[0087] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.
[0088] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values of aptitude parameters for each character. The initial values of aptitude parameters are set to one of seven alphabetical levels A to G. Note that, for the initial values of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display unit 152b.
[0089] In this embodiment, initial values of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.
[0090] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.
[0091] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also change in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.
[0092] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.
[0093] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. In other words, skills are part of a character's abilities, and the more skills a character has, the higher the ability. The activation of skills gives each character an advantage in the race.
[0094] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.
[0095] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.
[0096] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0097] Specifically, on the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0098] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.
[0099] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.
[0100] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26.
[0101] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.
[0102] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.
[0103] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.
[0104] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the awakening level, and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.
[0105] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.
[0106] In this way, each character has four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, Awakening Skills function as acquireable skills.
[0107] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.
[0108] Although a detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.
[0109] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0110] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C, and a dedicated event display field 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.
[0111] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0112] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0113] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.
[0114] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the training target character selection screen 150 on the training information display screen.
[0115] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.
[0116] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0117] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.
[0118] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.
[0119] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0120] Some races stipulate a number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the number of fans stipulated as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that stipulates a number of fans as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the number of fans stipulated for the target race by the turn in which the target race is held.
[0121] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (for example, a GI race) within a predetermined range of turns. In this way, multiple clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.
[0122] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.
[0123] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.
[0124] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.
[0125] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0126] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.
[0127] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.
[0128] <Registering a successor character> Fig. 9A is a first diagram illustrating inheritance character selection screen 170. Fig. 9B is a first diagram illustrating training character list screen 180. Fig. 9C is a second diagram illustrating inheritance character selection screen 170. Fig. 9D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0129] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.
[0130] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.
[0131] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a training character list screen 180 shown in FIG. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.
[0132] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.
[0133] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.
[0134] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 9D.
[0135] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.
[0136] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.
[0137] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.
[0138] In this case, the characters that have a utility effect on the current character to be trained are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.
[0139] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.
[0140] 9D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.
[0141] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0142] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.
[0143] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. Figure 11 shows the factor types as basic ability factors, aptitude factors, race factors, character factors, skill factors, and scenario factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.
[0144] The factor level is determined by lottery. In this case, after the factors to be acquired by the development character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the factor to be acquired and the factor level are determined at the same time.
[0145] The factor level is most effective at level 3 and least effective at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.
[0146] Basic ability factors increase the ability parameter values and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.
[0147] FIG. 12A is a diagram explaining the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit value vary depending on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.
[0148] Therefore, if all six characters being trained, including two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value 21 x 6 characters).
[0149] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.
[0150] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.
[0151] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as activation probability), may differ among the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0152] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 9C, one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152a displays a value that includes the increase value for the first turn.
[0153] 9D, two inheritance characters that make up the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.
[0154] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are displayed in different colors.
[0155] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0156] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character being trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character being trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations.
[0157] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that activation will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0158] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, suppose that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.
[0159] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.
[0160] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value that increases due to the basic ability factors has been added. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.
[0161] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.
[0162] Aptitude factors also have activation timing and conditions, and whether or not they will activate is determined for each aptitude factor on the same factor activation turn as basic ability factors. If an aptitude factor is activated, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0163] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and middle distance, respectively, the turf aptitude and short distance aptitude of the character to be trained will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0164] Also, for example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.
[0165] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.
[0166] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If the activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activating an aptitude factor can raise the value of the aptitude parameter up to S.
[0167] The aptitude parameter display section 152b on the inherited character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0168] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly difficult race (hereinafter referred to as a factor target race), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.
[0169] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.
[0170] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.
[0171] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If a race factor is determined to activate, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 31st and 55th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.
[0172] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.
[0173] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0174] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of ability parameters due to a character factor is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire a skill hint, but the upper limit of ability parameters will not increase.
[0175] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit may be determined, for example, by lottery. In this case, the higher the factor level, the higher the increase may be set.
[0176] In this embodiment, the ability parameters whose upper limit values increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.
[0177] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0178] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a skill hint. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0179] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.
[0180] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0181] Scenario factors are factors specific to a scenario. The conditions for acquiring scenario factors vary for each scenario or scenario factor. Here, we will explain the scenario factors that can be granted when the scenario selected at the start of the training game is a specific scenario. Details will be provided later, but here we will assume that three scenario factors are linked to a specific scenario. These three scenario factors can be activated on a preset factor activation turn, and are activated by winning an activation lottery held on the factor activation turn.
[0182] When a scenario factor is activated, the ability parameters corresponding to the scenario factor increase. Also, when a scenario factor is activated, the character being trained gains skill points. The probability of a scenario factor activating on a factor activation turn varies depending on the factor level, and the higher the factor level, the higher the activation probability.
[0183] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.
[0184] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.
[0185] FIG. 13A is a diagram explaining compatibility judgment targets, and FIG. 13B is a diagram explaining compatibility judgment items. As shown in FIG. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be trained and the first inheritance generation character to be trained in the first inheritance group. The second judgment target (No. 2) is the current character to be trained and the first inheritance generation character to be trained in the second inheritance group.
[0186] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).
[0187] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).
[0188] For each of the above-mentioned determination targets, it is determined whether or not a condition is met for each of a plurality of determination items. An example of the determination items is shown in Figure 13B. In this embodiment, the world view of the game is set such that characters that can be selected as characters to be trained are students, and each character trains at school.
[0189] As shown in Fig. 13B, each character is set in advance as a grade level, colleague, or friend. The determination items include, for example, whether the two or three characters to be determined are in the same grade, colleague, or friend. The determination items also include whether the character to be determined has a match in terms of its preferred running style, distance aptitude, and field aptitude.
[0190] Each judgment item is associated with an expected compatibility value, and the expected compatibility values of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values differ depending on the judgment item, but the expected compatibility values may be common to all judgment items.
[0191] For example, when determining compatibility, first, it is determined whether all of the criteria are met between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0192] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0193] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.
[0194] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0195] 9B, a display switch button 183 is provided on the training character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters.
[0196] <Support card registration> FIG. 14A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of the support card organization screen 190.
[0197] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.
[0198] In this embodiment, a player can set six types of support cards to a deck. Of the six types of support cards that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types of support cards that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0199] FIG. 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 14A, the support card selection screen 200 shown in FIG. 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0200] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.
[0201] As described above, each support card is always associated with one character ID. Furthermore, each character card is always associated with one character ID. Each character card is associated with a unique character card ID. Furthermore, each support card is associated with a unique support card ID. The character card ID and the support card ID are identification information provided separately from the character ID, and are used to identify the type of card. In the preparation stage processing, the player must select a character card (character card ID), i.e., a character to be developed, and then select a support card (support card ID). In this embodiment, the character IDs associated with character cards and support cards are not allowed to overlap. Therefore, the player must select six support cards each associated with a different character ID.
[0202] Furthermore, the player must select a support card associated with a character ID different from the character ID associated with the previously selected character card. Therefore, support cards associated with the same character ID as the previously selected character card are displayed in an identifiable manner on the support card selection screen 200. Examples of the identifiable display of support cards include graying out the card or displaying an icon superimposed thereon to indicate that the card is unselectable.
[0203] FIG. 15A is a diagram illustrating a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.
[0204] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.
[0205] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.
[0206] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0207] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.
[0208] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various statuses in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0209] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked with a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event (more specifically, a second hint event, which will be described later) occurs during the training main game.
[0210] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during the execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0211] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.
[0212] The support events include hint events and ability events. The hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game.
[0213] A plurality of first hint events are linked to one support card. In addition, a skill other than the possessed skill is linked to the first hint event. When the first hint event occurs, the character to be trained acquires a hint for the skill linked to the first hint event.
[0214] The second hint event is an event that makes the possessed skills linked to the support card available for the character being trained to acquire. Specifically, the possessed skills linked to the character being trained are available for the character being trained to acquire from the start of the main training game. On the other hand, the possessed skills linked to the support card are unavailable for the character being trained to acquire at the start of the main training game. Then, when the second hint event occurs during the main training game, the possessed skills change from an unavailable state to an available state for the character being trained to acquire.
[0215] When the second hint event occurs, it is randomly determined which of the skills associated with the support card will generate a skill hint. In other words, the second hint event determines which of the skills associated with the support card will be changed from an unacquirable state to an acquireable state. When the second hint event occurs, one of the skills associated with the support card will be changed from an unacquirable state to an acquireable state.
[0216] As will be described in more detail later, the character to be trained can consume skill points to acquire the skills that become available for acquisition when the second hint event occurs. In this way, skills that the character to be trained has already acquired are excluded from the lottery when the second hint event occurs. In other words, the second hint event does not result in the acquisition of skill hints corresponding to skills that have already been acquired.
[0217] Meanwhile, during the main training game, the second hint event can occur multiple times. At this time, skill hints for the same possessed skill can be acquired multiple times. The more skill hints acquired for a possessed skill, the greater the discount on the skill points required to acquire that possessed skill. However, there is an upper limit to the skill point discount rate. Even possessed skills whose discount rate has reached the upper limit will not be included in the lottery when the second hint event occurs. In other words, skill hints corresponding to possessed skills whose discount rate has reached the upper limit will not be acquired through the second hint event.
[0218] As described above, a plurality of skill hints corresponding to a plurality of possessed skills correspond to a second hint event. On the other hand, as described above, a single skill different from the possessed skill corresponds to a first hint event. However, for example, a plurality of second hint events may be linked to a single support card. In this case, a skill hint corresponding to a single possessed skill may be linked to each second hint event. Then, during the training main game, a second hint event to be generated may be determined, and the possessed skill linked to the determined second hint event may be changed from an unacquirable state to an acquireable state.
[0219] As described above, a support card is linked to a plurality of possessed skills and one second hint event corresponding to the plurality of possessed skills. During the training main game, it is determined whether or not a support event linked to the support card will occur. When a second hint event among the support events occurs, one of the possessed skills linked to the support card becomes available for acquisition. In this way, a support card is linked to at least a hint event that changes the possessed skill linked to the support card to a state where it can be acquired.
[0220] The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0221] Fig. 14C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Fig. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in Fig. 14A.
[0222] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. Also, as shown in Fig. 14C, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.
[0223] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0224] Here, a preset is reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.
[0225] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.
[0226] When the cancel operation section 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.
[0227] <Registering specific characters> As shown in Figure 4, once the scenario, character to be trained, successor character, and support card are registered, the specific character is then registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.
[0228] As described above, when the character to be trained, the successor character, the support character (support card), and the specific character are stored, the preparation stage processing ends.
[0229] <Growth stage treatment> When the preparatory stage processing is completed, the training stage processing begins. The training stage processing progresses the training main game, in which the character to be trained can be trained. To facilitate understanding, the basic flow of the training main game will be explained below.
[0230] FIG. 17 is a diagram explaining the commands in each turn. As shown in FIG. 17, the training main game is made up of turns 1 to 78. The training main game has a storyline in which the days and months advance as the turns progress. Here, one month advances in two turns, and each turn is set to a half-month. Specifically, the first half of January is assigned to the first turn, and the second half of January is assigned to the second turn. The first half of February is assigned to the third turn, and the second half of February is assigned to the fourth turn. In this way, the first or second half of each month in the first year is assigned to turns 1 to 24.
[0231] Similarly, turns 25 to 48 are assigned to the first or second half of each month in the second year, and turns 49 to 72 are assigned to the first or second half of each month in the third year. The period from turns 1 to 24 is called the Junior Class, turns 25 to 48 is called the Classic Class, and turns 49 to 72 is called the Senior Class. Turns 73 to 78 are not assigned a date and are called the Final Class. Turns 37 to 40 and turns 61 to 64 are called the Training Camp Period, and periods outside the Training Camp Period are called the Regular Period. The Training Camp Period is a period during which the ability parameters of characters being trained are more likely to increase than the Regular Period.
[0232] The player can select a command for each turn. There are multiple commands that the player can select. Each command specifies an action for the character to be trained. In other words, by selecting a command, the player can select the action that the character to be trained will perform.
[0233] Commands that the player can select are broadly divided into main commands and sub-commands. A main command is a command that ends the current turn. A sub-command is a command that does not end the current turn. Figure 17 shows the main commands. Details will be described later, but here, the main commands provided are a "rest command," a "health room command," a "go out command," a "training command," and a "race command."
[0234] It should be noted that training commands are provided for each type of training. In this example, since 15 types of training are provided, 15 training commands are provided. Hereinafter, the training commands for each training type are also referred to as type-specific commands. It should be noted that training commands and type-specific commands may also refer to commands for an operation unit that can be operated by a player or for computer processing. Furthermore, as will be described in detail later, a training type indicates the content of the training. Since type-specific commands are provided for each type of training, it can be said that training type is synonymous with training command and type-specific command.
[0235] The race command is a command to enter a character to be trained in a race. The races that a character to be trained can participate in are set for each turn. Therefore, there are multiple types of races, and a race command is set for each type of race.
[0236] In Figure 17, a circle indicates that the corresponding command can be selected in each turn. A triangle indicates that the corresponding command can be selected in each turn under certain conditions. An x indicates that the corresponding command cannot be selected in each turn.
[0237] For example, from the first turn to the twelfth turn, main commands other than the race command are selectable. Also, for example, from the thirteenth turn to the seventy-second turn, all main commands are selectable. However, each character to be trained has a turn (hereinafter referred to as a target turn) in which a goal is set. In some cases, a race event (hereinafter referred to as a target race) in which the character to be trained will compete is set in the target turn. The player must make sure that the character to be trained competes in the target race on the target turn in which the target race is set. Therefore, in the target turn in which the target race is set, all main commands other than the target race are unselectable.
[0238] It should be noted that, here, the target turn and target race are different for each character to be trained. However, a common target turn and target race may be set for all characters to be trained. Furthermore, a clear condition is set for the target race. The player can continue the training main game by achieving the clear condition. On the other hand, if the clear condition is not achieved, the training main game ends with that turn, i.e., the player retires.
[0239] Note that a target turn and a target race are not required. A target turn and a target race may not be set for all characters to be trained. Alternatively, there may be a mixture of characters to be trained that have a target turn and a target race set and characters to be trained that do not have a target turn and a target race set.
[0240] Furthermore, goals other than the target race, i.e., clearing conditions, may be set for the target turn. For example, goals (clearing conditions) may be set such as winning at least one race by the target turn, or setting a predetermined parameter to a predetermined value or greater. Even in this case, if the clearing conditions are met at the end of the target turn, the training main game can continue, but if the clearing conditions are not met, the game will be retired.
[0241] Turns 74, 76, and 78 are set as the target turns for all characters to be trained, but different target races are set for each of these target turns.
[0242] In this embodiment, a tournament is held after a predetermined number of turns. Here, the tournament is held after the 24th turn, the 36th turn, the 48th turn, the 60th turn, and the 72nd turn. Details of the tournament will be described later.
[0243] FIG. 18 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 18 is displayed on the display 26. A stamina display section 211 and a motivation display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is provided for the character to be trained. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as described below. Furthermore, "stamina" is mainly consumed by performing some training, participating in races, and the occurrence of some events. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina."
[0244] Furthermore, the character to be trained is provided with a "motivation" parameter. The motivation display unit 212 displays the current "motivation" of the character to be trained in multiple stages (five stages: extremely poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "motivation" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters due to training.
[0245] As shown in FIG. 18 , an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained using numerical values and alphabets indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 also displays the skill points possessed by the character to be trained using numerical values. The player can consume skill points to have the character to be trained acquire skills.
[0246] 18, a rest command 215a, a training command 215b, an outing command 215c, a nurse's office command 215d, and a race command 215e are displayed at the bottom of the top screen 210. These five commands are the main commands described above, and function as operation units that accept operations by the player. Also, a skill command 216a and a consultation command 216b are displayed at the bottom of the top screen 210. These two commands are the sub-commands described above, and function as operation units that accept operations by the player.
[0247] The player can make the character to be trained take a "rest" action by operating the rest command 215a. When the rest command 215a is selected, the physical strength of the character to be trained is mainly restored.
[0248] Furthermore, the player can select the training event that the character to be trained will perform by operating the training command 215b. The selection of the training event will be described later.
[0249] Furthermore, the player can make the character to be trained perform the action of "going out" by operating the go out command 215c. When the go out command 215c is selected, the motivation or stamina of the character to be trained mainly increases.
[0250] Furthermore, by operating the infirmary command 215d, the player can cause the character to be trained to perform the "infirmary" action. Although a detailed explanation will be omitted, during the training main game, the character to be trained may be subjected to a debuff effect that is detrimental to the character's training. When the infirmary command 215d is selected, the debuff effect that is mainly applied to the character to be trained is removed. Note that the infirmary command 215d can only be selected when a debuff effect is applied. In other words, when no debuff effect is applied, the player cannot select the infirmary command 215d.
[0251] Furthermore, the player can select the type of race in which the character to be trained will run by operating the race command 215e.
[0252] When the character to be trained selects and executes one of the main commands, various parameters associated with the character to be trained are updated, and the current turn ends. As described above, in this embodiment, a target turn is set for each character to be trained. During a target turn in which a target race is set, the rest command 215a, training command 215b, outing command 215c, and infirmary command 215d become unselectable. During a target turn in which a target race is set, the rest command 215a, training command 215b, outing command 215c, and infirmary command 215d are displayed grayed out, and no operation by the player is accepted. Therefore, during a target turn in which a target race is set, the player must operate the race command 215e to have the character to be trained run in the target race.
[0253] As will be described in more detail later, the skill command 216a and the consultation command 216b are always selectable in all turns. Even if the skill command 216a or the consultation command 216b is selected, the turn does not end. Therefore, after selecting the skill command 216a or the consultation command 216b, the player can further select any of the main commands described above. Note that the consultation command 216b may not be selectable, for example, in a target turn in which a target race is set.
[0254] 19 is a diagram illustrating the training screen 220. When the training command 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. The training screen 220 is a screen on which the user can select the training event to be performed by the character to be trained. Similar to the top screen 210, the training screen 220 displays a stamina display section 211, a motivation display section 212, a status display section 213, and a skill point display section 214.
[0255] Furthermore, five event-specific commands 221 are displayed at the bottom of the training screen 220. Here, the five event-specific commands 221 displayed on the training screen 220 are referred to, from left to right, as a first event-specific command 221a, a second event-specific command 221b, a third event-specific command 221c, a fourth event-specific command 221d, and a fifth event-specific command 221e. Each event-specific command 221 is linked to one of 15 types of training events.
[0256] When the player operates any of the event-specific commands 221, the event-specific command 221 for which the operation input has been made is provisionally selected. In other words, the training event linked to the event-specific command 221 for which the operation input has been made is provisionally selected. At this time, the event-specific command 221 in the provisionally selected state is highlighted. FIG. 19 shows a state in which the first event-specific command 221a is provisionally selected. When another operation input is made for the event-specific command 221 in the provisionally selected state, the event-specific command 221 in the provisionally selected state, i.e., the training in the provisionally selected state, is executed.
[0257] FIG. 20 is a diagram illustrating training events. As described above, in this embodiment, 15 types of training events are provided. Here, the training events provided are "volleyball," "water polo," "basketball," "soccer," "softball," "karate," "wrestling," "sumo," "judo," "fencing," "long jump," "climbing," "hammer throw," "diving," and "kyudo." In other words, the training main game of this embodiment has a story in which the character to be trained trains in 15 sports. Hereinafter, "training event" can be replaced with "sport."
[0258] These 15 training events are classified into one of three competition genres, as shown in Figure 20. Here, the competition genres are "ball games," "combat sports," and "variety sports." Five training events, "volleyball," "water polo," "basketball," "soccer," and "softball," are classified under the "ball games" competition genre. Five training events, "karate," "wrestling," "sumo," "judo," and "fencing," are classified under the "combat sports" competition genre. Five training events, "long jump," "climbing," "hammer throw," "diving," and "kyudo" are classified under the "variety" competition genre.
[0259] In this way, the event-specific commands 221 that specify the behavior of the character to be trained and that can be selected by the player as selectable commands are classified into a plurality of types, that is, a plurality of sport genres.
[0260] Furthermore, a main parameter is set for each training type. The main parameter is the ability parameter that increases primarily among the ability parameters that increase when training is successful. In this embodiment, when training is successful, two or more of the five ability parameters increase. For each training type, the type of ability parameter that increases when training is successful and the basic training increase value for each type are set in advance.
[0261] FIG. 21 is a diagram illustrating an example of a basic training increase value. The basic training increase value is a base value used to calculate the increase value of an ability parameter that increases when training is successful. As shown in FIG. 21, each training type has two or three ability parameters that increase when training is successful, and a basic training increase value is set for each of these ability parameters. As will be described in more detail below, when training is successful, an increase value is calculated for each ability parameter based on an increase value calculation formula. In this increase value calculation formula, additions and multiplications are performed on the basic training increase value.
[0262] The main parameter is the ability parameter with the largest basic training increase value set for each training event. For example, the basic training increase values set for volleyball are "10" for speed and "3" for power. Therefore, the main parameter for volleyball is speed. For example, the basic training increase values set for judo are "2" for speed, "10" for guts, and "1" for intelligence. Therefore, the main parameter for judo is guts.
[0263] In this way, each training event is classified into one of three competition genres, and one of five ability parameters is set as the main parameter. In other words, each training event can be said to be classified into one of three competition genres and one of five main parameters.
[0264] 21, each training type has a set value for the increase in skill points that is awarded when the training is successful, and a set value for the stamina that is consumed when the training is successful.
[0265] As shown in Fig. 19, there are five event-specific commands 221 that the player can select in one turn. At the start of a turn in which training can be performed, the five event-specific commands 221 that the player can select are determined by lottery. In other words, at the start of a turn in which training can be performed, the training events to be linked to the five event-specific commands 221 that the player can select are determined by lottery. Here, one training event is determined for each of the five main parameters.
[0266] Specifically, as shown in Figure 20, there are three training events whose main parameter is speed: volleyball, karate, and long jump. Therefore, one of the three training events whose main parameter is speed, namely, volleyball, karate, and long jump, is determined by lottery as the training event that the player can select. Similarly, for training events whose main parameters are stamina, power, guts, and intelligence, one of the three training events is determined by lottery for each.
[0267] In this way, at the start of a turn in which training can be performed, one training event classified into one of the three competition genres is determined by lottery for each main parameter. Note that in the lottery that determines the training events that the player can select, the winning probability for each of the three training events is equal. However, the winning probability for each of the three training events may be different for every turn, or may be different for each turn.
[0268] In any case, it is sufficient that a training event corresponding to each ability parameter is provided, and the ability parameter corresponding to the selected training event is updated.
[0269] 19, the event-specific commands 221 are displayed for each main parameter. Here, the first event-specific command 221a corresponds to a training event whose main parameter is speed. Similarly, the second event-specific command 221b, the third event-specific command 221c, the fourth event-specific command 221d, and the fifth event-specific command 221e correspond to training events whose main parameters are stamina, power, guts, and wisdom, respectively.
[0270] Although not shown in the figure, the event-specific command 221 is marked with a picture that allows the training event to be identified. In other words, the event-specific command 221 is marked with a different picture for each training event, and the player can understand the training event by the event-specific command 221. At this time, the event-specific command 221 is color-coded according to the sport genre into which each training event is classified.
[0271] For example, the event-specific commands 221 for training events whose sport genre is classified as ball games are displayed in blue (shown by hatching with large intervals in the figure). Also, the event-specific commands 221 for training events whose sport genre is classified as martial arts are displayed in red (shown by hatching with small intervals in the figure). Also, the event-specific commands 221 for training events whose sport genre is classified as variety are displayed in yellow (shown by cross-hatching in the figure). Therefore, the player can identify the training event and the sport genre to which the training event is classified, at the same time, by using the event-specific commands 221.
[0272] The status display section 213 also displays the increase in ability parameters when the training linked to the provisionally selected event-specific command 221 is successful. In the example shown in FIG. 19, the first event-specific command 221a is provisionally selected, and the status display section 213 displays "+8" in the speed column, "+2" in the stamina column, "+1" in the power column, and "+2" in the intelligence column. The skill point display section 214 also displays the increase in skill points when the training linked to the provisionally selected event-specific command 221 is successful. In the example shown in FIG. 19, "+10" is displayed near the skill point display section 214.
[0273] When the provisionally selected event-specific command 221 is changed, the increase in ability parameters displayed in the status display section 213 and the increase in skill points displayed near the skill point display section 214 are changed.
[0274] Furthermore, in a turn in which training can be performed, a character is linked to each training event. Hereinafter, linking a character to a training event is referred to as character placement. Characters that are placed in training events include the above-mentioned support characters, specific characters, and story characters that are set separately from these. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place it in a training event and the training event to be placed in are determined by lottery.
[0275] FIG. 22 is a diagram illustrating the allocation ratios for training events. A placement determination table is stored in the server 1000, and the training event into which a character is to be placed is determined based on the placement determination table. In this embodiment, for each character to be processed, it is determined whether the character will be placed in any training event, and if so, which training event. Note that the characters to be processed here include all support characters, specific characters, and story characters. The lottery to determine the training event into which a character is to be placed is performed by sequentially changing the characters to be processed.
[0276] In this embodiment, the placement ratio of the training event in which the character is placed is linked to five main parameters. For example, assume that the main parameter of speed is determined for the character to be processed based on the placement determination table. In this case, the character is placed in the training event that was determined as selectable by the player in the previously executed lottery out of the three training events with the main parameter of speed. In this way, the training event in which the character to be processed is placed is indirectly determined by the determination of the main parameters.
[0277] Here, after the training events that can be selected by the player are determined, it is determined whether or not a character will be placed in each training event. However, the training events that can be selected by the player may also be determined after it is determined whether or not a character will be placed in each training event.
[0278] A placement determination table is provided for each character identification information. Each placement determination table determines either five main parameters or whether the character will be placed in any training ("none" in the figure). Specifically, if the character being processed is a support character and a specific character, there is a 10% chance that the character will not be placed in any training, and the main parameters of speed, stamina, power, tenacity, and intelligence are each determined with an 18% probability.
[0279] Additionally, if the character being processed is a specific character rather than a support character, there is a 20% chance that the character will not be placed in any training, and the main parameters of speed, stamina, power, tenacity, and intelligence are each determined with a 16% probability.
[0280] Additionally, if the character being processed is a support character and not a specific character, there is a 30% chance that the character will not be placed in any training, and the main parameters of speed, stamina, power, tenacity, and intelligence will each be determined with a 14% chance.
[0281] Additionally, if the character being processed is neither a support character nor a specific character, there is a 50% chance that the character will not be placed in any training, and the main parameters of speed, stamina, power, tenacity, and intelligence are each determined with a 10% probability.
[0282] As described above, a favorite training is set for a support card (support character). If the character to be processed is a support character, the winning ratio is changed based on the placement determination table so that the probability of selecting the favorite training set for the support card is increased. Also, for example, some or all of the support cards (support characters) may be linked to an effect that increases the probability of being placed in a specified training event. For support characters linked to such an effect, the winning ratio is changed so that the probability of being placed in a specified training event is increased.
[0283] There is an upper limit to the number of characters that can be placed in each training event. In this example, the upper limit for the number of characters that can be placed in all training events is set to "5." Therefore, the maximum number of characters that can be placed in one training event is "5."
[0284] Furthermore, as described above, the determination of whether or not each character is to be placed in a training event is made for each character. At this time, the order in which the characters are extracted for processing is arbitrary. For example, if the upper limit number of characters has already been determined for a training event (main parameter) for which character placement has been determined, it may be determined that the character will not be placed in any training event. Alternatively, training events for which the upper limit number of characters has already been determined may be excluded from the lottery, and the winning probabilities of other training events may be changed. However, the upper limit number of characters that can be placed in one training event is not required, and characters may be placed in training events according to the lottery results.
[0285] Furthermore, the method for determining the training event in which the character is to be placed is not particularly limited. For example, as described above, five training events selectable by the player may be determined by lottery for each main parameter. Then, whether or not a character to be processed is to be placed in each of the training events selectable by the player may be determined. In this case, the probability that a character will be placed may differ depending on the training event selectable by the player.
[0286] Once the characters are determined as described above, the characters are linked to each training event or each main parameter. Then, the placement information in which the training events and characters are linked is stored in the player terminal 1 and the server 1000.
[0287] 19, a placed character icon 222 corresponding to a character placed in the provisionally selected training event (hereinafter referred to as a placed character) is displayed in the upper right portion of the training screen 220. For example, in the provisionally selected state of the first event-specific command 221a, a placed character icon 222 corresponding to a character placed in the training event whose main parameter is speed is displayed. Here, a case is shown in which two characters have been selected for the main parameter of speed by a lottery that references the above-mentioned placement determination table.
[0288] If the training is successful, a second hint event linked to the placed character (more precisely, the support card linked to the placed character) may occur. In this case, an event notification display 223 is displayed on the corresponding placed character icon 222. Specifically, it is assumed that a support character is placed in the event-specific command 221 as a placed character. At this time, it is assumed that it is determined to cause a second hint event of the support card linked to the support character placed as a placed character. In this case, the event notification display 223 is displayed on the placed character icon 222 corresponding to the support card for which the second hint event will occur. The event notification display 223 allows the player to select the event-specific command 221 for which the second hint event will occur.
[0289] Furthermore, if a training session to which a character is linked is successful, the increase in ability parameters will be greater than if a training session to which no character is linked is successful. Hereinafter, training sessions in which at least one character is linked will be referred to as joint training sessions.
[0290] In addition, a bond gauge 222a is displayed below the placed character icon 222. The bond gauge 222a visually displays the bond parameters linked to the placed character. When a placed character is successful in the joint training linked to that character, the bond parameters of that placed character increase. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character being trained when training is successful. Note that the value of the bond parameter can also increase when a specified event occurs.
[0291] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training event, a friendship training event is set to a state in which friendship training can occur. When a training event in which a friendship training event is set to a state in which friendship training can occur is selected and the training is successful, friendship training occurs. In other words, when training in a state in which friendship training can occur is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.
[0292] Each support card (support character) is associated with one of five main parameters—speed, stamina, power, tenacity, and intelligence—as a training specialty. The conditions for setting a friendship training status are that the support character is placed in the training category for the main parameter associated with the training specialty, and that the support character's bond parameter is equal to or greater than a predetermined value.
[0293] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the training category of the main parameter associated with the support character's favorite training, a friendship training event is set in the training category of the main parameter. If the training event for which the friendship training event is set is selected and the training is successful, the ability parameter of the character to be trained will increase significantly compared to normal joint training.
[0294] Although not shown in the figure, an effect is superimposed on the placed character icon 222 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character will cause a friendship training event. Furthermore, when a friendship training event can be set for any training event, an effect is also superimposed on the training command 215b on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set.
[0295] Note that the support cards (support characters) may include support cards (support characters) that are not linked to a specialty training. A friendship training enabling state may be set for a support card (support character) that is not linked to a specialty training, regardless of the training type in which it is placed, provided that the support character's bond parameter is equal to or greater than a predetermined value. Alternatively, a friendship training enabling state may not be set for a support card (support character) that is not linked to a specialty training.
[0296] As described above, in this embodiment, the friendship training event setting conditions are that the support character's bond parameter is equal to or greater than a predetermined value and that the support character is placed in a training event of a preset main parameter. The friendship training event setting conditions are not limited to this. For example, in this example, a main parameter is indirectly linked to one support character as a specialty training event. Therefore, it can be said that three training events for which the same main parameter is set are set as specialty training events for one support character. However, for example, one training event, rather than a main parameter, may be directly linked to a support character as a specialty training event.
[0297] In addition, a failure rate display section 224 is displayed near the provisionally selected event-specific command 221. A failure rate is calculated in advance for each of the five training events that the player can select. When a training event is selected, the success or failure of the training is determined based on the failure rate calculated in advance. The method of calculating the failure rate differs for each training event. The failure rate display section 224 displays the failure rate as a numerical value, allowing the player to use the failure rate for each training event as a basis for making a decision when selecting a training event. The failure rate increases in inverse proportion to the remaining stamina linked to the character to be trained.
[0298] Then, when an operation input is again made for the event-specific command 221 in the provisionally selected state, the training corresponding to the event-specific command 221 for which the operation was input is executed. When the training is executed, a training result notification screen (not shown) is displayed on the display 26. The training result notification screen displays an image notifying the success or failure of the training.
[0299] When normal joint training is performed, an image of the character being trained performing the training is displayed on the training result notification screen. The displayed image is provided for each training type. The image corresponding to each training type has a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.
[0300] In addition, if a training session in which a friendship training event is enabled is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen. The support character displayed at this time is a character that meets the conditions for the friendship training event.
[0301] Furthermore, on the training result notification screen, the ability parameters are updated and displayed in the status display section 213. That is, if the training is successful, a pre-calculated increase value is added to each ability parameter for the training event selected by the player. Furthermore, the display in the stamina display section 211 is updated according to the training event performed. Furthermore, if the training is successful, a predetermined number of skill points are acquired.
[0302] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in motivation, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a greater decrease in stamina, a greater decrease in the numerical value of an ability parameter, or a greater decrease in motivation) than the penalty imposed when the failure rate is low.
[0303] The content of the penalty may be determined depending on the training type. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training types, no penalty may be imposed even if training fails.
[0304] In this embodiment, as described above, the 15 training events are each classified into one of three competition genres: ball games, martial arts, and variety. Five training events are linked to each competition genre. Each training event is also linked to a parameter called a competition level. The competition level is a parameter that increases as training is performed or an event occurs. For example, if volleyball training is performed, the competition level linked to volleyball increases. Also, for example, if archery training is performed, the competition level linked to archery increases.
[0305] Here, if a training event is selected and the training is successful, the competition level increases based on the selected event-specific command 221. However, the competition level may also increase on the condition that the training has been performed, regardless of whether the training is successful or unsuccessful.
[0306] An increase level notification icon 225 is displayed above the event-specific command 221. An increase level notification icon 225 is displayed for each of five event-specific commands 221. Therefore, as shown in FIG. 19, five increase level notification icons 225 are displayed. The increase level notification icon 225 indicates the increase value of the competition level that will increase when the event-specific command 221 is selected. For example, in the example shown in FIG. 19, an increase level notification icon 225 indicating "+4" is displayed above the first event-specific command 221a. Therefore, when the first event-specific command 221a is selected and training linked to the first event-specific command 221a is performed, the competition level of the training event will increase by "4."
[0307] FIG. 23A is a first diagram illustrating an example of a formula for calculating an increase in the competition level. FIG. 23B is a second diagram illustrating an example of a formula for calculating an increase in the competition level. As shown in FIG. 23A, the increase in the competition level is calculated using the formula (A+B)×C+D+E. At the start of a turn in which training can be performed, an increase in the competition level is calculated for each event-specific command 221. Therefore, at the start of a turn in which training can be performed, the increase in the competition level for each of the five event-specific commands 221 is calculated based on the increase in the formula shown in FIG. 23A.
[0308] As shown in Figure 23B, in the formula for calculating the increase in the competitive level, A is a fixed value, which is a preset arbitrary value. Note that here, the same fixed value is always used for A during the training main game, but a different value may be used depending on the progress of the game.
[0309] In the formula for calculating the increase in the competitive level, B is the number of characters to be placed, that is, the number of characters to be placed in the training event. For example, in the case of an event-specific command 221 to which two characters to be placed are linked, a value of "2" is applied to B. Therefore, the more characters to be placed, the greater the increase in the competitive level due to the execution of training.
[0310] In the formula for calculating the increase in the competitive level, C is the friendship occurrence bonus value. Here, "2" is set if the training event selected and executed is in a friendship training occurrence state, and "1" is set if the training event selected and executed is not in a friendship training occurrence state. In other words, if the training event selected and executed is in a friendship training occurrence state, the base increase value of A + B is doubled. In other words, if a support character that meets the setting conditions for the friendship training occurrence state is placed, the base increase value of A + B is doubled.
[0311] In the formula for calculating the increase in the competitive level, D is the specific character number growth value. The specific character number growth value is a value set according to the number of specific characters placed in the training event. The more specific characters placed, the larger this specific character number growth value becomes.
[0312] In the formula for calculating the increase in the competition level, E is a special additional value. The special additional value is given when a main command (for example, go out, rest, infirmary, or part or all of a race) other than a training command (event-specific command 221) is selected and executed in the turn immediately before the current turn. In this example, if a main command other than a training command is selected and executed in the immediately previous turn, "1" is added as the special additional value.
[0313] As described above, the increase in the competition level due to the execution of training is calculated for each selectable training event, in other words, for each event-specific command 221. At this time, the greater the number of characters and specific characters placed in the training, the greater the increase in the competition level (B, D). Furthermore, if the characters placed in the training meet a predetermined condition, the increase in the competition level becomes even greater (C). Furthermore, if no training was performed in the previous turn, the increase in the competition level becomes greater (E).
[0314] 23A and 23B are merely examples. For example, the increase in the competition level may be a fixed value. Furthermore, for example, the increase in the competition level may be a value set in advance according to the number of turns.
[0315] 19, when an event-specific command 221 is selected and executed, the competition level of the training event linked to the selected event-specific command 221 increases. For example, if the training event linked to the first event-specific command 221a is volleyball, selecting the first event-specific command 221a increases the competition level of volleyball by "4." Furthermore, if the training event linked to the third event-specific command 221c is sumo, selecting the third event-specific command 221c increases the competition level of sumo by "5."
[0316] Furthermore, in this embodiment, the competition level linked to the event-specific commands 221 that are not selected by the player and that are classified into the same competition genre as the event-specific command 221 selected by the player also increases. Specifically, the number of event-specific commands 221 that the player can select in one turn is five. At this time, of the four event-specific commands 221 that are not selected by the player (or that are not in a provisionally selected state), the event-specific command 221 that is classified into the same competition genre as the one event-specific command 221 selected by the player (or that is in a provisionally selected state) is referred to as a link command. Note that hereinafter, of the four training events that are not selected by the player (or that are not in a provisionally selected state), the training event that is classified into the same competition genre as the one training event selected by the player (or that is in a provisionally selected state) may also be referred to as a link command.
[0317] For example, in FIG. 19, suppose that the first event-specific command 221a is selected. Also, suppose that the first event-specific command 221a is linked to a volleyball training event, which is classified as a ball game sport genre. Also, suppose that the fourth event-specific command 221d is linked to a soccer training event, which is classified as a ball game sport genre. In other words, the first event-specific command 221a and the fourth event-specific command 221d are classified into the same sport genre. Therefore, when the first event-specific command 221a, i.e., the volleyball training event, is selected (provisionally selected), the fourth event-specific command 221d, i.e., the soccer training event, becomes a linked command.
[0318] As described above, the event-specific commands 221 in a provisionally selected state are highlighted on the training screen 220. Furthermore, on the training screen 220, the event-specific commands 221 set as link commands are displayed in a distinctive manner relative to the event-specific commands 221 in a provisionally selected state. Here, the event-specific commands 221 in a provisionally selected state and the event-specific commands 221 set as link commands are displayed shifted upward relative to the other event-specific commands 221. Furthermore, an upward arrow labeled "Link" is displayed on the event-specific commands 221 set as link commands.
[0319] In this state, when the first event-specific command 221a is selected and executed, the competition level of volleyball increases by "4." Furthermore, for the fourth event-specific command 221d, which is a link command to the first event-specific command 221a, an increase in the competition level of "4" is calculated based on the above-mentioned formula for calculating the increase in the competition level. Therefore, in this case, the competition level of soccer also increases by "4."
[0320] Furthermore, for example, in the example shown in FIG. 19, suppose that the second event-specific command 221b is linked to the wrestling training event, which is classified as a martial arts competition genre. Furthermore, suppose that the third event-specific command 221c is linked to the sumo training event, which is classified as a martial arts competition genre. The second event-specific command 221b and the third event-specific command 221c are classified as the same competition genre. Therefore, when the second event-specific command 221b, i.e., the wrestling training event, is selected, the third event-specific command 221c, i.e., the sumo training event, becomes a linked command.
[0321] In this case, when the second event command 221b is selected and executed, the wrestling competition level increases by "4." Furthermore, the third event command 221c, which is a link command to the second event command 221b, has an increase in competition level of "5" calculated based on the above-mentioned formula for calculating the increase in competition level. Therefore, in this case, in addition to the wrestling competition level, the sumo competition level also increases by "5."
[0322] In this way, in this embodiment, the competition level of the event-specific command 221 selected by the player and the competition level of the event-specific command 221 not selected by the player, among the event-specific commands 221 selectable by the player, which are classified into the same competition level as the event-specific command 221 selected by the player, are increased. Therefore, the more link commands are set for the event-specific command 221 selected by the player, the greater the total increase in competition level in one turn.
[0323] An athletic level confirmation display section 226 is provided in the upper left of the training screen 220 and the top screen 210. The athletic level confirmation display section 226 is provided with a first display area 226a, a second display area 226b, and a third display area 226c. The first display area 226a is associated with the athletic genre of ball games, the second display area 226b is associated with the athletic genre of martial arts, and the third display area 226c is associated with the athletic genre of variety games.
[0324] As described above, the event-specific commands 221 are displayed in different colors according to the sport genre to which the training event belongs. Specifically, the event-specific commands 221 for training events classified as ball games are displayed in blue, the event-specific commands 221 for training events classified as martial arts are displayed in red, and the event-specific commands 221 for training events classified as variety are displayed in yellow. Therefore, the first display area 226a linked to the sport genre of ball games is displayed in blue, the second display area 226b linked to the sport genre of martial arts is displayed in red, and the third display area 226c linked to the sport genre of variety is displayed in yellow.
[0325] In this embodiment, a total competition level is calculated by adding up the competition levels of five training events that fall into the same competition genre. A number of activation thresholds are set for the total competition level. Here, activation thresholds of "50," "100," "150," "200," and "250" are set for the total competition level of each competition genre. Note that, although the activation threshold set for the total competition level is common to all competition genres, different activation thresholds may be set for each competition genre.
[0326] The first display area 226a displays the total competitive level ("Lv. 75" in the figure) obtained by adding up the competitive levels of five training events classified under the ball game competition genre, and the total competitive level remaining until the next attainable activation threshold ("25" in the figure). Similarly, the second display area 226b displays the total competitive level ("Lv. 130" in the figure) obtained by adding up the competitive levels of five training events classified under the martial arts competition genre, and the total competitive level remaining until the next attainable activation threshold ("20" in the figure). Furthermore, the third display area 226c displays the total competitive level ("Lv. 155" in the figure) obtained by adding up the competitive levels of five training events classified under the variety competition genre, and the total competitive level remaining until the next attainable activation threshold ("45" in the figure).
[0327] FIG. 24 is a diagram illustrating an example of a heat-up effect. When the total competition level reaches the activation threshold, the effect set for each sport genre can be activated. Here, the effect that can be activated when the total competition level reaches the activation threshold is called a heat-up effect. In this embodiment, a common heat-up effect is set for all activation thresholds in one sport genre. However, different heat-up effects may be set for each activation threshold in one sport genre.
[0328] For example, according to the heat-up effect set for the ball game genre, the training effect increases according to the number of characters placed. As will be described in detail later, the training effect here refers to a parameter used in a calculation formula for calculating the increase in ability parameters when training is successful. For example, when the number of characters placed is "1," the training effect increases by 5%; when the number of characters placed is "2," the training effect increases by 10%; when the number of characters placed is "3," the training effect increases by 15%; when the number of characters placed is "4," the training effect increases by 18%; and when the number of characters placed is "5," the training effect increases by 20%.
[0329] For example, a heat-up effect set for a combat sports genre increases ability parameters and skill points. Here, the greater the increase in the competition level, the greater the increase in ability parameters and skill points.
[0330] Furthermore, for example, a heat-up effect set in the variety competition genre increases the occurrence rate of hint events and increases the maximum number of obtainable hints.
[0331] Each heat-up effect is set to have a number of training sessions at which the effect is applied (hereinafter referred to as the number of training sessions with effect applied). Here, the number of training sessions with effect applied for each heat-up effect is set to two. During the training main game, the remaining number of training sessions with effect applied is managed. For example, when the total competitive level of ball games reaches the activation threshold, the number of training sessions with effect applied for the heat-up effect of ball games is set to "2." When training is performed in this state, the number of training sessions with effect applied for the heat-up effect of ball games is decremented by "1," regardless of the type of training performed. In this way, when the number of training sessions with effect applied for the heat-up effect becomes "0," the heat-up effect will not be activated.
[0332] Note that the number of effect-imparting training sessions is updated only when training is selected and executed. Therefore, if the number of effect-imparting training sessions is "1" or greater and a main command other than training is selected and executed, the number of effect-imparting training sessions will not be decremented. In other words, the number of effect-imparting training sessions is not consumed by executing a main command other than training. Therefore, a state in which the number of effect-imparting training sessions is "1" or greater can also be considered a state in which the Heat Up effect can be activated.
[0333] In this embodiment, the effective period of the heat-up effect is set to the number of times the training is performed. However, the effective period of the heat-up effect may also be set to the number of turns. Alternatively, for example, the effective period of the heat-up effect may also be set to the number of successful trainings. Here, a common number of training sessions to impart the effect is set for the heat-up effect of each of the three competition genres. However, the number of training sessions to impart the effect may differ for each heat-up effect, i.e., competition genre.
[0334] Also, for example, suppose the number of training sessions with the Heat Up effect for a ball game is "1" or more, and the total competitive level for the ball game reaches the activation threshold. In this case, "2" is added to the number of training sessions with the effect at that time. In other words, when it is determined that the total competitive level has reached the activation threshold for a sport genre corresponding to a Heat Up effect for which the number of training sessions with the effect is 1 or more, the number of training sessions with the effect is increased.
[0335] However, for example, if the number of training sessions with the heat-up effect of a ball game is "1" or greater and the total competitive level of the ball game reaches the activation threshold, the number of training sessions with the effect may be updated to "2." In other words, an upper limit may be set for the number of training sessions with the effect of each heat-up effect. Alternatively, if the number of training sessions with the heat-up effect of a ball game is "1" or greater and the total competitive level of the ball game reaches the activation threshold, the number of training sessions with the effect may not be updated.
[0336] It should be noted that the Heat Up effect can be activated multiple times in one turn. For example, suppose training is performed when the number of effect-imparting training sessions for the Heat Up effect for ball games, martial arts, and variety shows is all "2." In this case, three Heat Up effects are activated at the same time. However, the Heat Up effect may be set so that they do not activate at the same time. For example, if there are multiple Heat Up effects that can be activated, only one of them may be activated according to a preset priority order or based on a lottery result. In this case, the number of effect-imparting training sessions for the Heat Up effects that were not activated may or may not be deducted.
[0337] 19, the competition level confirmation display section 226 may display a total competition level increase icon 227a and a count notification icon 227b. The total competition level increase icon 227a indicates the total competition level that will increase when a provisionally selected event-specific command 221 is executed. In the example shown in FIG. 19, when the first event-specific command 221a is provisionally selected and the first event-specific command 221a is executed, the competition level of volleyball corresponding to the first event-specific command 221a increases by "4," and the competition level of soccer corresponding to the fourth event-specific command 221d, which is a link command, increases by "4."
[0338] Therefore, when the first event-specific command 221a is executed, the total competition level of the ball game increases by "8." In this case, a total competition level increase icon 227a is displayed in the first display area 226a linked to the competition genre of the ball game. The total competition level increase icon 227a also indicates "+8," which is the value of the increased total competition level. In other words, the total competition level increase icon 227a suggests the competition genre whose total competition level will increase and the increased total competition level.
[0339] Furthermore, the count indicator icon 227b indicates the number of training sessions with the heat-up effect. The count indicator icon 227b is displayed in the area of the first display area 226a, the second display area 226b, or the third display area 226c that corresponds to the competition genre in which the heat-up effect can be activated. Therefore, the state shown in FIG. 19 indicates a state in which the heat-up effect can be activated in the variety competition genre, and the number of training sessions with the heat-up effect is "2."
[0340] An information button 226d is also provided on the competition level confirmation display section 226. By operating the information button 226d, the player can check various pieces of information related to the competition level.
[0341] FIG. 25 is a diagram illustrating the competition level dialogue 240. When the information button 226d of the competition level confirmation display unit 226 is operated, the competition level dialogue 240 is displayed. As shown in FIG. 25, the competition level dialogue 240 displays, for each competition genre, the current total competition level and the remaining total competition level up to the next attainable activation threshold. Furthermore, for each competition genre, the competition level dialogue 240 displays an icon indicating the training event classified into that competition genre, and the competition level of each training event. Furthermore, for each competition genre, the competition level dialogue 240 displays the heat-up effect and the number of training sessions to apply the effect. In this way, the player can check various information related to the competition level in the competition level dialogue 240.
[0342] A close button 240a is provided at the bottom of the competition level dialogue 240. When the close button 240a is operated, the competition level dialogue 240 is closed, and the top screen 210 or the training screen 220 is displayed. Although a detailed explanation is omitted, when a predetermined area is operated in the competition level dialogue 240, detailed information for each training event is displayed.
[0343] In this embodiment, as described above, a tournament is held after a predetermined number of turns. This tournament aims to win each of the 15 training events, i.e., competitions. In the tournament, a winner or prize winner is determined for each training event. The winner or prize winner in each training event is determined based on the competitive level of that training event at the time the tournament is held. Hereinafter, the determination of the winner or prize winner in each training event in the tournament will be referred to as the winner determination.
[0344] FIG. 26A is a diagram illustrating an example of a standard level and quota in a tournament. FIG. 26B is a diagram illustrating an example of a tournament bonus. In this embodiment, a total of five tournaments, from the first to the fifth, are held as the turns progress. As shown in FIG. 26A, a standard level and quota are set for each tournament. The standard level is the competition level required to be determined as the winner in the championship determination.
[0345] The winner is determined for each training event. As there are 15 training events, the winner is determined 15 times in one tournament. The winner is determined by comparing the competitive level of the training event in question with the standard level. If the competitive level is equal to or higher than the standard level set for each tournament, the winner is determined, and if it is lower than the standard level, the winner is determined to be a prizewinner.
[0346] The reference level is a common value for all training events. Specifically, the reference level used to determine the winner in tournament 1 is the same for all 15 training events. The reference level also increases as the turn progresses. Here, the reference level for the first tournament is set to "10," the reference level for the second tournament to "20," the reference level for the third tournament to "30," the reference level for the fourth tournament to "40," and the reference level for the fifth tournament to "50."
[0347] However, the standard level used to determine the winner in one tournament may differ for each training event. Also, for example, a common standard level may be set regardless of the number of tournaments.
[0348] Here, if the competition level is equal to or higher than the reference level, the winner is always determined to be the winner. However, if the competition level is equal to or higher than the reference level, the winner may be determined with a predetermined probability. In this case, the higher the competition level, the higher the probability of being determined to be the winner. Alternatively, a reference level may not be set, and the probability of being determined to be the winner may be set in advance for each competition level.
[0349] The quota is the number of wins required to advance through each tournament. Hereinafter, the number of wins will be referred to as the number of wins. Herein, six wins is set as the quota for all tournaments. However, the quota may differ for each tournament. When a tournament is advanced, a breakthrough bonus is awarded. Here, the breakthrough bonus is awarded immediately, and may be, for example, an increase in ability parameters, acquisition of skill points, recovery of stamina, increase in motivation, removal of debuff effects, acquisition of skill hints, etc. However, the content of the breakthrough bonus is not particularly limited. For example, the breakthrough bonus may be something that brings about a predetermined benefit in one or more subsequent turns, such as the heat-up effect mentioned above.
[0350] In this embodiment, whether or not a player advances through the tournament only affects whether or not the player can obtain the above-mentioned breakthrough bonus. Therefore, even if the player fails to advance through the tournament, the player does not have to retire and can proceed to the next turn. However, if the player fails to advance through the tournament, the player may retire at that point.
[0351] Furthermore, in this embodiment, the total number of wins in tournaments is managed for each competition genre. Then, as shown in FIG. 26B, a tournament bonus is granted to the character to be trained according to the total number of wins. Here, the tournament bonus increases the training effect. As will be described in more detail below, the training effect granted as the tournament bonus is a parameter used in a calculation formula that calculates the increase in ability parameters when training is successful.
[0352] 26B, if the total number of wins is 1 or more and 4 or less, a 5% training effect is granted. Similarly, if the total number of wins is 5 or more and 9 or less, a 10% training effect is granted. If the total number of wins is 10 or more and 14 or less, a 12% training effect is granted. If the total number of wins is 15 or more and 19 or less, a 14% training effect is granted. If the total number of wins is 20 or more and 25 or less, a 15% training effect is granted.
[0353] Here, the training effect gradually increases as the total number of wins increases. For example, when the total number of wins in the ball game genre reaches four, a 5% training effect is granted. Then, when a tournament is held and the total number of wins in the ball game genre reaches five, the training effect granted increases from 5% to 10%. The tournament bonus is granted permanently until the end of the main training game.
[0354] Furthermore, tournament bonuses are awarded for each competitive genre. Therefore, for example, if you have a total of 20 or more wins in all three competitive genres, the training effect of the tournament bonus will be 15% x 3 = 45%. In other words, the tournament bonuses for each competitive genre will be awarded in duplicate.
[0355] Note that the tournament bonus shown in FIG. 26B is merely an example. Here, the tournament bonus is granted permanently until the end of the training main game, but the validity period of the tournament bonus may be set to the number of turns or the number of training sessions. Furthermore, the tournament bonus may be granted immediately, similar to the breakthrough bonus described above. Furthermore, the tournament bonus may be granted based on the total number of wins in all competitive genres, rather than by competitive genre.
[0356] FIG. 27A is a first diagram illustrating a presentation image for a tournament. FIG. 27B is a second diagram illustrating a presentation image for a tournament. FIG. 27C is a third diagram illustrating a presentation image for a tournament. FIG. 27D is a fourth diagram illustrating a presentation image for a tournament. When the time for the tournament to be held arrives, a presentation image (not shown) suggesting that the tournament will be held is displayed, and an operation on display 26 is prompted, as shown in FIG. 27A. When an operation is input on display 26, an event-specific presentation image 250 is displayed, as shown in FIGS. 27B and 27C.
[0357] As described above, the tournament aims to win each of the 15 training events. Here, an event-specific effect image 250 is provided for each training event, and the event-specific effect image 250 is switched at predetermined time intervals. The event-specific effect image 250 is an image in which the character to be trained challenges a training event. For example, FIG. 27B shows an event-specific effect image 250 for softball, and FIG. 27C shows an event-specific effect image 250 for archery. In this way, in the tournament effect, the event-specific effect images 250 provided for each training event are displayed sequentially.
[0358] However, in this embodiment, 15 training events are provided, and if all of these event-specific effect images 250 were to be displayed in sequence, it would take a long time to produce the tournament. Here, it is set so that only event-specific effect images 250 corresponding to five of the 15 training events are displayed. This prevents the time required to produce the tournament from becoming longer than necessary.
[0359] The training events for which the event-specific effect images 250 are displayed are determined based on the competition level. Here, the top five training events in terms of competition level at the time of the tournament are determined. Therefore, the event-specific effect images 250 corresponding to the five training events with the highest competition levels are displayed sequentially. However, the number of event-specific effect images 250 to be displayed and the method for determining the event-specific effect images 250 are not particularly limited. For example, event-specific effect images 250 corresponding to all training events may be displayed. In this case, it is preferable that the player be able to skip or end the display of the event-specific effect images 250 by inputting an operation.
[0360] When all of the event-specific effect images 250 have finished displaying, a result screen 251 is displayed, as shown in FIG. 27D. The number of wins and prizes in the current tournament are displayed at the top of the result screen 251. The result screen 251 also displays the results of winning or placing for each training event. The player can check the results of all training events by inputting an up or down flick operation on the result screen 251.
[0361] A next operation section 251a is provided at the bottom of the result screen 251. When the next operation section 251a is operated, an effect image (not shown) is displayed, and the breakthrough bonus and tournament bonus to be awarded in the current tournament are announced.
[0362] Next, the increase value of the ability parameter that increases when training is successful will be explained. At the start of a turn in which training can be performed, the increase value of the ability parameter that increases when training is successful is calculated. This increase value is calculated based on an increase value calculation formula. Note that the increase value is calculated for all five ability parameters for each of the five event-specific commands 221, i.e., for each of the five selectable training events.
[0363] Specifically, at the start of a turn, five selectable training events (event-specific commands 221) are first determined by lottery. Then, the characters to be placed in each training event are determined. Then, with the training event and the characters to be placed determined, the increase in ability parameters is calculated.
[0364] At this time, the increase values of the five ability parameters, speed, stamina, power, tenacity, and intelligence, which increase when the first event-specific command 221a is selected, are calculated. Similarly, the increase values of the five ability parameters, which increase when the second event-specific command 221b to the fifth event-specific command 221e are selected, are calculated. Therefore, at the start of a turn, an increase value of 25 is calculated (five event-specific commands 221 (training events) x five ability parameters = 25). In other words, the increase value is calculated by processing one of the 15 training events and one of the five ability parameters. At this time, the calculation formula used to calculate each increase value is the same.
[0365] FIG. 28A is a first diagram illustrating an example of a formula for calculating an increase in an ability parameter. FIG. 28B is a second diagram illustrating an example of a formula for calculating an increase in an ability parameter. As shown in FIG. 28A, the increase in an ability parameter is calculated using the formula ("1" + "2" + "3" + "4") x ("5" + "6" + "7" + "8" + "9" + "10" + "11" + "12") + "13".
[0366] As shown in Figure 28B, in the ability parameter increase value calculation formula, "1" is the basic training increase value. The basic training increase value is a fixed value set in advance for each training event, as shown in Figure 21. The basic training increase value set for the combination of the training event and ability parameter being processed is applied to "1" in the increase value calculation formula. Therefore, if a basic training increase value is not set for the combination of the training event and ability parameter being processed, the value of "1" in the increase value calculation formula will be 0.
[0367] In the formula for calculating the increase in ability parameters, "2" is the training level effect value. Each training event is associated with a training level parameter. There are five training levels, from level 1 to level 5. The initial training level for each training event is level 1. The training level is updated according to the competition level. Specifically, if the competition level is between 1 and 20, the training level is level 1; if the competition level is between 21 and 40, the training level is level 2; if the competition level is between 41 and 60, the training level is level 3; if the competition level is between 61 and 80, the training level is level 4; and if the competition level is between 81 and 100, the training level is level 5.
[0368] Although a parameter called a training level is associated with each training event here, the training level parameter is not essential. For example, the training level parameter may not be provided, and the training level effect value may be calculated based on the competition level.
[0369] 29 is a diagram illustrating an example of a training level effect value. The training level effect value is a value set in association with the training level. For example, a training level of level 1 is associated with a training level effect value of "0." Furthermore, for example, a training level of level 2 and a training level of level 3 are associated with a training level effect value of 1, a training level of level 4 is associated with a training level effect value of 2, and a training level of level 5 is associated with a training level effect value of 3.
[0370] The training level effect value may be applied to "2" in the increase value calculation formula only when the value applied as the basic training increase value is equal to or greater than 1. Alternatively, the training level effect value may be applied to "2" in the increase value calculation formula only when the ability parameter being processed is a main parameter.
[0371] In the formula for calculating the increase in ability parameters, "3" is the support effect (parameter bonus). The support effects set on support cards include parameter bonuses. The type of ability parameter to which the additional value is to be added and the additional value to be added are preset for the parameter bonus.
[0372] For example, suppose there is a parameter bonus A with an additional value of 1 and the ability parameter to which the additional value is applied is set to "Speed." If support character A of support card A, to which this parameter bonus A is set, is placed in a training event with a main parameter of Speed, parameter bonus A will be granted. In this case, when calculating the increase in Speed, the additional value of 1 is applied to the "3" in the increase calculation formula.
[0373] In addition, if the ability parameter to be granted is different from the main parameter of the training event being processed, the parameter bonus set for the support card may be granted. For example, suppose the main parameter of the training event being processed is stamina. At this time, suppose the above-mentioned support character A (support card A) is placed in that training event. In this case, when calculating the increase value of speed, the additional value of 1 may be applied to "3" in the increase value calculation formula by granting parameter bonus A.
[0374] Furthermore, the parameter bonus set for a support card may be granted when a support character is placed in a link command. For example, suppose a training event with a main parameter of speed and the ability parameter of speed are the target of processing. At this time, suppose the fourth event-specific command 221d is determined as the link command for that training event. Then, suppose the above-mentioned support character A (support card A) is placed in the fourth event-specific command 221d. In this case, the additional value of 1 may be applied to "3" in the calculation formula for the increase value of the target of processing due to the granting of parameter bonus A.
[0375] In the formula for calculating the increase in ability parameters, "4" is the link training addition value. The link training addition value is granted through link training.
[0376] 30 is a diagram illustrating an example of a link training additional value. The link training additional value is applied when calculating the increase in the ability parameter set as the main parameter of a link command. For example, suppose that for a second event-specific command 221b, a third event-specific command 221c with the main parameter = power and a fourth event-specific command 221d with the main parameter = guts are set as link commands.
[0377] In this case, the link training additional value is applied to "4" in the increase value calculation formula when processing power, which is the main parameter of the training event (second event-specific command 221b) whose main parameter is stamina, and the third event-specific command 221c, which is a link command. Similarly, the link training additional value is applied to "4" in the increase value calculation formula when processing guts, which is the main parameter of the training event (second event-specific command 221b) whose main parameter is stamina, and the fourth event-specific command 221d, which is a link command.
[0378] Here, as shown in FIG. 30, different values are applied to the link training additional value depending on the training level. However, the training level referenced at this time is the training level of the ability parameter set in the main parameter of the training event being processed. In the above example, the training event (second event-specific command 221b) whose main parameter is stamina is the target of processing. Therefore, in this case, the link training additional value is determined according to the training level of stamina. Here, if the training level is level 3 or lower, the link training additional value is "1," and if the training level is level 4 or higher, the link training additional value is "2."
[0379] Although a detailed explanation will be omitted, the link training addition value also applies to skill points. In the above example, when the second event-specific command 221b is selected, the two commands, the third event-specific command 221c and the fourth event-specific command 221d, become link commands. Therefore, if the stamina training level is 2 or lower, the skill points acquired upon successful training of the second event-specific command 221b are increased by "+1" x 2 (number of link commands) = 2. Furthermore, if the stamina training level is 3 or higher, the skill points acquired upon successful training of the second event-specific command 221b are increased by "+2" x 2 (number of link commands) = 4.
[0380] Here, the link training additional value is determined based on the training level of the training event being processed. However, the link training additional value may also be determined based on the training level of the ability parameter set in the main parameter of the link command.
[0381] In the ability parameter increase value calculation formula, "5" is the growth rate. The growth rate is set in advance for each character that can be set as a character to be trained. Each character has a growth rate set for at least one ability parameter. The total of the growth rates set for each character is the same, for example 30%. In other words, a growth rate of 30% is allocated to one of the five ability parameters for each character. For example, character A has 20% set for the speed ability parameter and 10% set for the tenacity ability parameter. Also, for example, character B has 30% set for the stamina ability parameter. If a growth rate is set for the ability parameter being processed for the character to be trained, the value of the set growth rate is applied to "5" in the increase value calculation formula.
[0382] In the formula for calculating the increase in ability parameters, "6" is the character correction value. The character correction value is set according to the number of characters, and the more characters there are, the more advantageous the value set.
[0383] In the ability parameter increase value calculation formula, "7" is the friendship training correction value. If the training event being processed is in a friendship training possible state, a predetermined value is applied to "7" in the increase value calculation formula as the friendship training correction value.
[0384] In the formula for calculating the increase in ability parameters, "8" is the motivation correction value. The motivation correction value is a value set according to the level of the motivation parameter, and the higher the motivation parameter, the more advantageous the value set.
[0385] In the formula for calculating the increase in ability parameters, "9" is a support effect (increased training effect). The support effects set on support cards include the support effect of increasing training effect. The training effect increase of support effects has a preset value that is applied to "9" in the increase calculation formula. If a support card (support character) with a support effect of increasing training effect is placed in the training event being processed, the preset value is applied to "9" in the increase calculation formula.
[0386] In the formula for calculating the ability parameter increase, "10" is the link bonus correction value. The link bonus correction value is only applied if a basic training increase value is set for the ability parameter being processed.
[0387] FIG. 31 is a diagram illustrating an example of a link bonus correction value. The link bonus correction value is applied according to the number of link commands, and the greater the number of link commands, the more advantageous the value set. Here, the link bonus correction value differs between normal times and training camps. The link bonus correction value is higher during training camps than normal times. The link bonus correction value is also applied when calculating the stamina consumed and failure rate when training is successful. According to the link bonus correction value, the greater the number of link commands, the higher the stamina consumed and failure rate.
[0388] In the formula for calculating the increase in ability parameters, "11" is the tournament bonus. As shown in Figure 26B, the tournament bonus is set according to the total number of wins for each competition genre. As mentioned above, the tournament bonus is awarded for each competition genre, so the "11" in the formula for calculating the increase in ability parameters is the total increase in training effect for each of the three competition genres.
[0389] In the formula for calculating the increase in the ability parameter, "12" is the heat-up effect (ball games). The heat-up effect (ball games) is set according to the number of characters placed, as shown in FIG. 24. However, only when the heat-up effect of ball games can be activated, that is, when the number of training sessions with the effect applied is 1 or more, a value based on the heat-up effect (ball games) is applied to "12" in the formula for calculating the increase in the ability parameter.
[0390] In the formula for calculating the increase in the ability parameter, "13" is the heat-up effect (martial arts). As shown in FIG. 24, the heat-up effect (martial arts) is set to a predetermined value depending on the increase in the competitive level. However, only when the heat-up effect of martial arts can be activated, that is, when the number of training sessions with the effect applied is 1 or more, a value based on the heat-up effect (martial arts) is applied to "13" in the formula for calculating the increase in the ability parameter.
[0391] According to the above increase value calculation formula, one or more ability parameters linked to the character to be trained are updated based on the event-specific command 221 selected by the player and, among the event-specific commands 221 not selected by the player, the event-specific commands 221 that are classified into the same competition genre as the event-specific command 221 selected by the player. Specifically, by applying the link training addition value of "4" and the link bonus correction value of "10" to the increase value calculation formula, the ability parameters are updated based on the link commands.
[0392] In particular, by applying the link bonus correction value of "10" to the increase value calculation formula, the ability parameter is updated based on the number of event-specific commands 221 that are classified into the same competition genre as the event-specific command 221 selected by the player, among the event-specific commands 221 not selected by the player.
[0393] The above formula for calculating the increase value is merely an example. For example, some of the above values "1" to "13" may not be provided. Also, for example, a value according to the competition level may be applied to the formula for calculating the increase value. In this case, it is preferable to set the increase value of the ability parameter so that the higher the competition level, the higher the increase value of the ability parameter. In this way, the ability parameter is updated based on the competition level.
[0394] As described above, according to this embodiment, five event-specific commands 221 selectable by the player are determined by lottery. The player can select and execute one of the five event-specific commands 221 determined by lottery. The ability parameters of the character to be trained are updated based on the event-specific command 221 selected by the player. At this time, if an event-specific command 221 not selected by the player is set as a link command, the ability parameters of the character to be trained are also updated by the link command.
[0395] Furthermore, a competition level parameter is linked to each training event. The competition level is used to determine the winner in a tournament and is also used as a parameter for activating the heat-up effect. Therefore, in this embodiment, the competition level can be said to be an important parameter for increasing ability parameters. This competition level increases mainly through the execution of training, but the competition level linked to the link command also increases in the same way as the competition level linked to the training event selected by the player.
[0396] In each turn, the player can only select one main command. However, by providing link commands, parameters are updated in accordance with multiple event-specific commands 221 in one turn. In other words, even though the player selects one main command, parameters are updated for multiple main commands. This increases the player's satisfaction and motivation to play.
[0397] Furthermore, in the above-described game characteristics, the more training events that are determined to be classified into the same sport genre, the more advantageous it is for the player. However, because training events are determined by lottery, a situation may occur repeatedly in which there are few training events that are classified into the same sport genre, depending on the results of the lottery. Therefore, in this embodiment, a function is provided to change the training event (event-specific command 221) determined by lottery to a training event (event-specific command 221) that is classified into a sport genre specified by the player.
[0398] FIG. 32 is a first diagram illustrating the consultation screen 260. FIG. 33 is a second diagram illustrating the consultation screen 260. As shown in FIG. 18, the top screen 210 is provided with a consultation command 216b, which is a sub-command. Furthermore, as shown in FIG. 19, the training screen 220 is provided with a consultation command 228. When the consultation commands 216b and 228 are operated, the consultation screen 260 shown in FIG. 32 is displayed. FIG. 32 shows the case where the consultation command 228 is operated in the state shown in FIG. 19.
[0399] On the consultation screen 260, the player can change a currently selectable training event to a training event that is not currently selectable. The consultation screen 260 is provided with a pre-change command display area 261. The pre-change command display area 261 displays five event-specific commands 221 (training events) that the player can currently select. In the pre-change command display area 261, a first event-specific command 221a to a fifth event-specific command 221e are displayed in the same arrangement as on the training screen 220.
[0400] Furthermore, the competition level of the training event is also displayed for each event-specific command 221 in the pre-change command display area 261. Furthermore, five placed character number icons 262 are displayed in the pre-change command display area 261. The placed character number icon 262 is displayed for each event-specific command 221. The placed character number icon 262 displays the number of placed characters placed in the event-specific command 221.
[0401] A changed command display area 263 is provided below the pre-change command display area 261. The five changed event-specific commands 221 are displayed in the changed command display area 263. The first event-specific command 221a to the fifth event-specific command 221e are also displayed in the changed command display area 263 in the same arrangement as in the pre-change command display area 261.
[0402] Note that the number of characters to be placed icon 262 is also displayed in the changed command display area 263, just like in the pre-change command display area 261. The characters to be placed do not change even if the event-specific command 221 is changed. Therefore, the same number of characters to be placed icon 262 is displayed in the pre-change command display area 261 and the post-change command display area 263.
[0403] Below the changed command display area 263, there are provided a ball game change area 264, a martial arts change area 265, and a variety game change area 266. To the left of the ball game change area 264, an original icon 264a labeled "ball game" is displayed. To the right of the original icon 264a, a first destination icon 264b labeled "martial arts" and a second destination icon 264c labeled "variety game" are displayed. The first destination icon 264b and the second destination icon 264c function as operation units that accept operations by the player.
[0404] An original icon 265a labeled "Martial Arts" is displayed to the left of the martial arts change area 265. Furthermore, a first destination icon 265b labeled "Ball Games" and a second destination icon 265c labeled "Variety" are displayed to the right of the original icon 265a. The first destination icon 265b and the second destination icon 265c function as operation units that accept operations by the player.
[0405] An original icon 266a labeled "Variety" is displayed to the left of the variety change area 266. Furthermore, a first destination icon 266b labeled "Ball Games" and a second destination icon 266c labeled "Martial Arts" are displayed to the right of the original icon 266a. The first destination icon 266b and the second destination icon 266c function as operation units that accept operations by the player.
[0406] The ball game change area 264 is an area for changing the currently selectable event-specific command 221, i.e., a training event classified as a ball game among the training events, to a training event classified as a martial arts or variety event. For example, when the first change destination icon 264b is operated, a reservation is made to change a training event classified as a ball game to a training event classified as a martial arts event.
[0407] The training event is changed within the same main parameters. In other words, the training event before the change is changed to a training event that is a different sport genre from the training event before the change and has the same main parameters set.
[0408] 32 shows a state in which the first change destination icon 264b has been operated. When the first change destination icon 264b is operated, a reservation is made to change a training event classified as a ball game sport to a training event classified as a martial arts sport. Of the currently selectable training events, the training events classified as a ball game sport are volleyball, which is linked to the first event-specific command 221a, and soccer, which is linked to the fourth event-specific command 221d.
[0409] In this case, a reservation is made to change volleyball to karate, which is classified as a combat sport, and a reservation is made to change soccer to judo, which is also classified as a combat sport. The event-specific command 221 corresponding to the training event for which a change has been reserved is displayed in the changed command display area 263. Also, in the changed command display area 263, a change icon 267 is displayed near the event-specific command 221 for which a change has been reserved. The change icon 267 clearly indicates to the player which event-specific command 221 will be changed.
[0410] When the second change destination icon 264c is operated, a reservation is made to change a training event classified as a ball game competition genre to a training event classified as a variety competition genre. Similarly, when the first change destination icon 265b is operated, a reservation is made to change a training event classified as a martial arts competition genre to a training event classified as a ball game competition genre. Furthermore, when the second change destination icon 265c is operated, a reservation is made to change a training event classified as a martial arts competition genre to a training event classified as a variety competition genre.
[0411] 33 shows a state in which the second change destination icon 265c has been operated. Of the currently selectable training events, the training events classified into the martial arts competition genre are wrestling, which is linked to the second event-specific command 221b, and sumo, which is linked to the third event-specific command 221c.
[0412] In this case, a reservation is made to change wrestling to climbing, which is classified as variety, and a reservation is made to change sumo to hammer throw, which is also classified as variety. Therefore, in the changed command display area 263, the event-specific command 221 and the change icon 267 are displayed as shown in FIG.
[0413] When the first change destination icon 266b is operated, a reservation is made to change a training event classified as a variety sport to a ball game sport. When the second change destination icon 266c is operated, a reservation is made to change a training event classified as a variety sport to a martial arts sport.
[0414] As described above, when a reservation to change the training type is made and the change button 268a is operated, the training type is changed as reserved. In this case, the consultation screen 260 is closed and the top screen 210 or the training screen 220 is displayed. Note that when the close button 268b is operated, the reservation information is discarded and the consultation screen 260 is closed.
[0415] As described above, in this embodiment, the selectable event-specific commands 221 can be changed to event-specific commands 221 classified into a competition genre specified by the player. However, in this embodiment, the number of times that the event-specific commands 221 can be changed is set. Here, the number of times that the event-specific commands 221 can be changed is three times per period until the next tournament is held. The player can change the event-specific commands 221 only within the range of the number of times that the event-specific commands 221 can be changed.
[0416] For example, at the start of the first turn, the number of times that changes can be made is set to three. After that, the number of times that changes can be made is subtracted each time the event-specific command 221 is changed, and when the number of times that changes can be made reaches zero, the event-specific command 221 can no longer be changed. Then, when the tournament ends, the number of times that changes can be made is set to three again. Note that even if the tournament ends with one or more times that changes can be made, the number of times that changes can be made is not increased and remains at three. However, the number of times that changes can be made may also be increased. Furthermore, the timing for updating the number of times that changes can be made is merely an example, and the design can be modified as appropriate.
[0417] If the five main commands selected by lottery do not turn out as the player intended, the player can "consult" to change the main commands to suit their own wishes. This allows for development in line with the player's strategy. In addition, since the number of "consultations" is limited, players must be strategic about when to "consult," which adds to the fun of the game.
[0418] When "Consult" is selected, the increase in ability parameters is recalculated based on the changed main command. Here, a case has been described in which the event-specific command 221 can be changed by the "Consult" action that the character to be trained can execute. However, the effect brought about by "Consult" is not limited to this. For example, "Consult" may bring about an effect such as an increase in the competitive level of all or some of the training events. Furthermore, multiple effects brought about by "Consult" may be provided, and the player may be able to select one of them.
[0419] Furthermore, for example, the sport genre associated with a training event may be temporarily changed without changing the training event through "consultation." As an example, the sport genre may be changed from karate, a combat sport, to karate, a ball game. However, the "consultation" action is not required.
[0420] Here, once the training is performed and the display of the training result notification screen has finished, an event screen may be displayed on the display 26. Various events are executed on the event screen. Note that multiple events may occur during one turn.
[0421] For example, if the first or second hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire a skill by spending skill points. There are multiple types of skills, and each skill may activate a specific ability. Each skill has its own activation conditions and effects, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0422] The events include the first hint event and the second hint event that provide skill hints, as well as an event that restores stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases motivation, an event that decreases motivation, etc. Events also include events that occur in a predetermined turn, and events that occur when a predetermined lottery is won. Events also include events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred are completed, the game moves to the next turn and the top screen 210 is displayed. Events also include inherited events.
[0423] FIG. 34A is a first diagram explaining an inheritance event. FIG. 34B is a second diagram explaining an inheritance event. FIG. 34C is a third diagram explaining an inheritance event. FIG. 34D is a fourth diagram explaining an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and will always occur on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 31st turn.
[0424] When the 31st turn begins, first, as shown in FIG. 34A, the character to be trained and an operation section marked "Touch" are displayed on the inheritance event screen 300. When the operation section displayed on the inheritance event screen 300 is tapped, an animated image including the character to be trained and two inheritance characters is displayed, as shown in FIG. 34B. Furthermore, when the operation section is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six training characters from the first and second inheritance generations.
[0425] Then, as shown in Figure 34C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 34D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 18 is displayed, allowing the player to select one of the options. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.
[0426] FIG. 35A is a diagram illustrating an example of a base activation rate. FIG. 35B is a diagram illustrating an example of an activation probability. As described above, in an inheritance event, an activation lottery is held for each factor, but the activation probability, which is the probability that a factor will be activated in the activation lottery, varies depending on the type of factor, the factor level, and the number of inheritance events (factor activation turns) during the training main game. At the start of an inheritance event, an activation probability is calculated for each factor, and an activation lottery is held based on the calculated activation probability.
[0427] In this example, the calculation method for the activation probability of race factors, character factors, skill factors, and scenario factors is assumed to be the same. However, the calculation method for the activation probability of each of race factors, character factors, skill factors, and scenario factors may be set individually.
[0428] As shown in Figure 35A, a base activation rate is set for each factor level for race factors, character factors, skill factors, and scenario factors. The base activation rate is one of the parameters used to calculate the activation probability. In this example, the base activation rates are set as follows: 3% for factor level 1, 6% for level 2, and 9% for level 3.
[0429] In the lottery for activating race factors, character factors, skill factors, and scenario factors, the activation probability is calculated based on the formula shown in Figure 35B. As is clear from Figure 35B, the higher the factor level and the higher the expected compatibility value of the inherited character, the higher the probability of activating the scenario factor. If the activation lottery is won, the utility associated with each factor is then determined.
[0430] FIG. 36A is a diagram explaining the correspondence between factor levels and hint levels. When a character factor and skill factor are activated, the character to be trained acquires a skill hint for the skill linked to the activated factor. At this time, the skill hint is linked to a hint level parameter. There are five hint levels, from level 1 to level 5. The higher the hint level acquired by the character to be trained, the fewer skill points are required to acquire the skill hint.
[0431] For example, suppose a character to be trained acquires a skill hint with hint level 1 as a skill hint for skill A. In this case, the skill points required to acquire skill A are discounted by 10%. Similarly, the discount rate increases by 10% for each increase in hint level. Therefore, if a character to be trained acquires a skill hint with hint level 5 as a skill hint for skill A, the skill points required to acquire skill A are discounted by 50%.
[0432] When the activation lottery is won and the activation of a character factor or skill factor is determined, the hint level is determined by lottery. At this time, as shown in Figure 36A, the probability of winning the hint level from level 1 to level 5 is set for each factor level. Here, when the factor level is level 1, the probability of winning hint level 1 is 40%, hint level 2 is 30%, hint level 3 is 15%, hint level 4 is 10%, and hint level 5 is 5%.
[0433] Furthermore, when the factor level is level 2, the probability of determining hint level 1 is 15%, hint level 2 is 20%, hint level 3 is 40%, hint level 4 is 15%, and hint level 5 is 10%. Furthermore, when the factor level is level 3, the probability of determining hint level 1 is 5%, hint level 2 is 15%, hint level 3 is 25%, hint level 4 is 40%, and hint level 5 is 15%. As is clear from Figure 36A, the higher the factor level, the higher the probability of determining a higher hint level such as level 5 or level 4.
[0434] Here, when a character to be trained acquires a hint level by activating a factor, the hint level determination ratio is the same for all factors. However, the hint level determination ratio may differ depending on the type of factor. Also, although multiple skill factors are provided, the hint level determination ratio may differ depending on the factor classified as a skill factor.
[0435] Figure 36B is a diagram explaining the relationship between factor levels and increased ability parameter values. When a race factor or scenario factor is activated, the ability parameter associated with the activated factor increases. Each factor classified as a race factor or scenario factor is associated with one or more ability parameters that increase when the factor is activated. For example, if a scenario factor associated with a speed ability parameter is activated, the speed ability parameter increases. At this time, the increase in the ability parameter is determined by lottery.
[0436] As shown in FIG. 36B, the increase in ability parameters due to the activation of a race factor or scenario factor is either "+5," "+10," or "+15." Here, as shown in FIG. 36B, the probability of winning "+5," "+10," or "+15" is set for each factor level. Specifically, when the factor level is level 1, "+5" is determined with a 70%, "+10" with a 20%, and "+15" with a 10% probability. Furthermore, when the factor level is level 2, "+5" is determined with a 30%, "+10" with a 50%, and "+15" with a 20% probability. Furthermore, when the factor level is level 3, "+5" is determined with a 10%, "+10" with a 60%, and "+15" with a 30% probability.
[0437] There are multiple factors (three in this example) classified as scenario factors. All factors classified as scenario factors share the same ratio for determining the increase in ability parameters. However, the ratio for determining the increase in ability parameters may differ depending on the factor.
[0438] As described above, according to this embodiment, an activation lottery is executed for each factor linked to the inherited character. At this time, the higher the factor level, the higher the probability of winning the activation lottery. Furthermore, when it is determined that a factor is to be activated, the utility to be generated is determined. At this time, the higher the factor level, the higher the probability of a beneficial utility being generated.
[0439] FIG. 37A is a diagram illustrating an example of a scenario factor. In this embodiment, three scenario factors are provided: a ball game factor, a martial arts factor, and a variety factor. As described above, when the training game ends and the training of the character to be trained is completed, the character to be trained is generated. At this time, factor information is linked to the character to be trained according to preset conditions. In other words, when the training game is completed, the character to be trained, to which at least one or more parameters are linked, is linked with one of multiple types of factor information, thereby generating the character to be trained.
[0440] A factor acquisition condition is set for each piece of factor information linked to a character being trained. The factor acquisition condition differs for each factor type into which the factor is classified or for each factor. When the training game is completed, it is determined whether the factor acquisition condition is met, and the factor for which the factor acquisition condition is met is linked to the character being trained.
[0441] The condition for acquiring a scenario factor is set to be winning the factor acquisition lottery. The probability of acquiring a scenario factor in this factor acquisition lottery is set based on the results of the tournament in the main training game. Specifically, in this scenario, five tournaments are held in the main training game. The probability of acquiring a ball game factor is set to the number of tournaments in which the number of wins in the ball game competition genre is at least one win x 6%. Therefore, if the number of wins in the ball game competition genre is at least one win in all five tournaments, the probability of acquiring the factor is 30%.
[0442] Similarly, the probability of acquiring the martial arts factor is set to the number of tournaments in which the number of wins in the martial arts competition genre is at least one win × 6%, and the probability of acquiring the variety factor is set to the number of tournaments in which the number of wins in the variety competition genre is at least one win × 6%. In this way, each of the three scenario factors corresponds to one of the three competition genres, and the probability of acquiring it is set based on the results of the tournament in the corresponding competition genre.
[0443] When the main training game ends, the probability of acquiring each of the three scenario factors is calculated based on the results of the tournament. Then, a factor acquisition lottery is held for each scenario factor based on the calculated acquisition probabilities. The scenario factor that is won in the factor acquisition lottery is linked to the training character. Therefore, a training character generated by playing the training game in this scenario may be linked to three scenario factors, or may not be linked to any scenario factors at all.
[0444] FIG. 37B is a diagram illustrating an example of the utility of scenario factors. The ball game factor is linked to the speed ability parameter, and when the ball game factor is activated, the speed ability parameter increases. The martial arts factor is linked to the power ability parameter, and when the martial arts factor is activated, the power ability parameter increases. The variety factor is linked to the tenacity ability parameter, and when the variety factor is activated, the tenacity ability parameter increases.
[0445] In addition, when a scenario factor is activated, skill points are awarded. The skill points awarded when a scenario factor is activated are a fixed value regardless of the factor level. However, like ability parameters, the point value awarded for skill points may also be determined by lottery based on the factor level.
[0446] Furthermore, in the inheritance event, it is determined whether a specific condition is met, and if the specific condition is met, a special effect occurs. This special effect is not limited to this scenario, but can occur in all scenarios. However, the special effect may occur only in this scenario or only in a preset scenario.
[0447] Here, the specific condition is set to be that all three scenario factors are activated in one factor activation turn, i.e., one inheritance event. Therefore, if all three scenario factors are activated in one inheritance event, a special benefit occurs. Here, as a special benefit, the character to be trained acquires a skill hint for a special skill. This special skill can only be acquired if the skill hint for that special skill is acquired. Therefore, the special skill can only be acquired if the specific condition is met in the inheritance event.
[0448] However, the special skill may be acquired when other conditions are met. Furthermore, the effect of the special skill, i.e., the specific content of the special skill, is not particularly limited. Here, when a specific condition is met, the hint level of the special skill is determined. The method for determining the hint level of the special skill is the same as the method for determining the hint level when a skill factor is activated, as shown in FIG. 36A. However, the hint level of the special skill is determined by the lottery ratio when the factor level shown in FIG. 36A is level 3, regardless of the factor levels of the three scenario factors.
[0449] The specific condition for generating a special effect described above is merely an example. For example, the specific condition may be set such that one or more preset number of scenario factors are activated in a single inheritance event. Alternatively, the specific condition may be set such that one or more preset number of scenario factors are activated in a single training game. In this case, the number of scenario factors that are activated to determine that the specific condition is met is not particularly limited.
[0450] Furthermore, in one training main game, three inheritance events are executed. In the three inheritance events, scenario factors that have already been activated in the previous inheritance event may be activated again. Therefore, for example, a specific condition may be set such that a scenario factor is activated a predetermined number of times or more in one training game. Furthermore, in addition to the specific conditions of this embodiment or each of the above-mentioned modified examples, a specific lottery may be set to be won. In this case, a specific lottery is executed when it is determined that each of the above-mentioned specific conditions is met, and a special utility may be generated if the specific lottery is won.
[0451] As described above, according to this embodiment, whether or not a predetermined specific condition is met is determined based on a plurality of pieces of factor information, and if the specific condition is met, a special effect is generated. This requires a higher level of strategy in the selection of a successor character, increasing the enjoyment of the game. Furthermore, for example, in addition to generating a training character with high abilities, generating a training character linked to three scenario factors can also be an objective of the training game. In this way, the objectives of the training game are diversified, increasing the player's motivation to play.
[0452] FIG. 38A is a first diagram illustrating the skill screen 310. FIG. 38B is a second diagram illustrating the skill screen 310. When the skill command 216a on the top screen 210 is operated, the skill screen 310 shown in FIG. 38A is displayed on the display 26. The skill screen 310 displays a skill point display section 214. As described above, the skill point display section 214 displays the current skill points possessed by the character to be trained (player). Note that the character to be trained can acquire skill points through successful training or the occurrence of various events.
[0453] A skill display area 311 is provided below the skill point display unit 214. The skill display area 311 has a plurality of skill display columns 312. The skill display columns 312 display acquired skills, skills preset for the character to be trained, and skills acquired as a result of various events occurring, etc. Note that in FIG. 38A , three skill display columns 312 are displayed in the skill display area 311, but when an up or down flick operation is input on the skill display area 311, further skill display columns 312 are displayed in the skill display area 311.
[0454] The skill display area 311 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. In addition, a required points display section 313 is displayed to the right of the skill display area 311. The required points display section 313 displays the skill points required to acquire the skill. In addition, the required points display section 313 is provided with an operation section marked "+" or "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 312. In addition, by operating the operation section marked "-", the player can cancel the selection state of the skill displayed in the skill display field 312.
[0455] If a first or second hint event occurs for a possessed skill, the skill points consumed to acquire that possessed skill are discounted. Also, if the character's hint level has been strengthened before the start of the training game, the skill points consumed to acquire the possessed skill are also discounted. Here, for the possessed skill for which a hint has been acquired, the discounted skill points are displayed in the required points display area 313. At this time, a discount rate display icon 314 indicating the discount rate is displayed in the skill display area 312.
[0456] Furthermore, on the skill screen 310, skill display fields 312 corresponding to skills that can be acquired and skill display fields 312 corresponding to skills that cannot be acquired are distinguishably displayed. For example, skill display fields 312 corresponding to acquired skills and skill display fields 312 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that in place of the required points display section 313, an icon labeled "Acquired" is displayed in the skill display fields 312 corresponding to acquired skills.
[0457] Additionally, below the skill display area 311, there are provided a decision operation section 315a, a reset operation section 315b, and a return operation section 315c. When the decision operation section 315a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.
[0458] For example, assume that in the state shown in FIG. 38A, a skill corresponding to the skill display field 312 displayed in the top row of the skill display area 311 is acquired. In this case, as the skill is acquired, the skill screen 310 is updated as shown in FIG. 38B. Here, the skill display field 312 displayed in the top row of the skill display area 311 is displayed grayed out. Furthermore, the skill point display section 214 displays the remaining skill points after the skill is acquired.
[0459] When the reset operation section 315b is operated, the selection state of all skills is cancelled. When the return operation section 315c is operated, the skill screen 310 is closed and the top screen 210 is displayed.
[0460] FIG. 39 is a diagram illustrating an example of skill list information. Skill list information is stored in the player terminal 1 and the server 1000. Each skill is associated with a unique skill ID. The skill ID is identification information for identifying a skill. Various information is associated with the skill ID, such as the skill name, utility information indicating the utility of the skill, and skill points required to acquire the skill. Furthermore, during the training main game, the skill status is managed for each skill ID.
[0461] FIG. 40 is a diagram illustrating an example of a skill state. The skill state is information that identifies whether or not a character to be trained is in a state where it can be acquired. Here, three skill states are provided: "00" indicating an unacquirable state, "01" indicating an acquireable state, and "02" indicating an acquired state. During the training main game, each skill ID is linked to one of the three skill states. Note that although three skill states are provided here, other skill states may also be provided.
[0462] The "unacquirable" state of "00" indicates that the character being trained is in a state in which the skill cannot be acquired. In other words, the character being trained cannot acquire a skill whose skill state is set to the "unacquirable" state of "00." For example, the skill state is set to the "unacquirable" state of "00" for skills that are not possessed by the character being trained, but for which skill hints have not been acquired through events that occur during the main training game.
[0463] On the other hand, for skills possessed by the character being trained, or skills for which skill hints have been acquired through events that occur during the main game, but which the character being trained has not yet acquired, the skill status is set to "01," which is an acquireable state. Therefore, for example, for a skill whose skill status is set to "00," which is an unacquirable state, when a hint event occurs, the skill status of that skill is updated to "01," which is an acquireable state.
[0464] That is, the parameters linked to the character to be trained include multiple types of skills that are set to an acquireable state (01) or an unacquirable state (00). Then, when a predetermined acquisition condition is met, the acquired information (acquired state (02)) of the skill that is set to the acquireable state (01) is linked to the character to be trained. Therefore, for example, when the above-mentioned special utility occurs, the skill state of the special skill is changed from the unacquirable state (00) to the acquireable state (01).
[0465] In addition, for skills that are set as possessed skills of the character being trained, the skill status will be updated to the acquireable status "01" at the start of the main training game.
[0466] Furthermore, when an operation to acquire a skill is input on the skill screen 310 shown in FIGS. 38A and 38B, the character to be trained acquires the skill. At this time, the skill state of the acquired skill is updated from the acquireable state of "01" to the acquired state of "02". In other words, the character to be trained has acquired the skill by updating the skill state to the acquired state of "02". On the skill screen 310 shown in FIGS. 38A and 38B, skills whose skill state is the acquireable state of "01" or the acquired state of "02" are displayed in the skill display field 312.
[0467] 41 is a diagram illustrating an example of hint level list information. Hint level list information is provided in the player terminal 1 and the server 1000. In the player terminal 1 and the server 1000, skill IDs in an acquireable state with a skill state of "01" are extracted and stored in the hint level list information. Then, in the hint level list information, a hint level is stored for each skill ID, as shown in FIG.
[0468] For example, when the character to be trained acquires a hint due to the occurrence of various events including the inheritance event, the hint level is updated in the hint level list information. Note that, on the skill screen 310 shown in Figures 38A and 38B, a discount rate display icon 314 is displayed based on the hint level list information.
[0469] Fig. 42A is the first diagram illustrating the race selection screen 320. When the race command 215e on the top screen 210 is operated, the race selection screen 320 shown in Fig. 42A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).
[0470] A race selection operation section 321 for selecting a race event in which the character to be trained will compete is displayed in the center of the race selection screen 320. A start operation section 322 is displayed at the bottom of the race selection screen 320. The races that can be selected using the race selection operation section 321 on the race selection screen 320 are set in advance for each turn.
[0471] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that meet the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 321, as shown in FIG. 42A, and a notification is given that the race cannot be selected. Furthermore, at the target turn in which a target race is set, only the target race is displayed as selectable on the race selection screen 320.
[0472] FIG. 42B is a diagram illustrating a race start screen 330. When the start operation unit 322 is operated after the race event in which the player will participate has been selected using the race selection operation unit 321, the race start screen 330 shown in FIG. 42B is displayed. A strategy display unit 331 is displayed in the center of the race start screen 330. The strategy display unit 331 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 331 also displays a change operation unit 332. When the change operation unit 332 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.
[0473] Furthermore, a result operation section 333 and a race operation section 334 are displayed at the bottom of the race start screen 330. When the race operation section 334 is operated, a race screen (not shown) is displayed on the display 26. On the race screen, a video of the development of the race (hereinafter also referred to as race video) is displayed.
[0474] FIG. 42C is a first diagram illustrating the race result screen 340. FIG. 42D is a second diagram illustrating the race result screen 340. When playback of the race video has finished, or when the result operation unit 333 is operated, the race result screen 340 is displayed on the display 26. As shown in FIG. 42C, the race result screen 340 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 42D, the race result screen 340 displays the current class of the character to be trained.
[0475] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of fan numbers is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 340 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0476] As described above, in the training main game, the ability parameters of the character being trained increase as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0477] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0478] When the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.
[0479] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.
[0480] Fig. 43A is a first diagram illustrating the training completion screen 350. Fig. 43B is a second diagram illustrating the training completion screen 350. Fig. 43C is a third diagram illustrating the training completion screen 350. When the training game ends, the training completion screen 350 is displayed on the display 26 as shown in Fig. 43A. The training completion screen 350 first displays the training rank of the trained character, and then, as shown in Fig. 43B, the evaluation points are displayed.
[0481] 43C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a training completion screen 350. At this time, a close operation unit 351 is provided on the training completion screen 350. When the close operation unit 351 is tapped, the training completion screen 350 is hidden, and the home screen 100 is displayed on the display 26.
[0482] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 350. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0483] Furthermore, although a detailed explanation will be omitted, a player can retire from the training game that is being played, i.e., end the training game midway, by performing a predetermined operation. In this way, when a player retires from the training game, the training game ends without generating a training character.
[0484] As described above, in the training game, various parameters associated with the character to be trained are updated. Then, when the training game is completed, the player can possess a training character associated with the parameters at the time of completion of the training game. The training character generated in this manner can compete in the above-mentioned racing game. Therefore, the player will repeatedly play the training game with the aim of generating a training character associated with higher parameters.
[0485] Next, the functional configuration of the player terminal 1 and the server 1000 will be described.
[0486] (Functional Configuration of Player Terminal 1) 44 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0487] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 44 are just examples, and the terminal-side game control program includes many other programs.
[0488] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information storage area 751. Note that various types of information during the progress of each game, such as the training game, are also provisionally registered in the game information storage area 751. Therefore, all information related to the training character trained in the training game is stored in the game information storage area 751.
[0489] Furthermore, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, items possessed by the player, support cards, etc., is considered to be player information. Player information is information linked to a player ID, and is stored in the player information storage unit 750.
[0490] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0491] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0492] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.
[0493] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.
[0494] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc., upon completion of the training game.
[0495] (Functional configuration of server 1000) 45 is a diagram illustrating the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0496] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 45 are just examples, and the server-side game control program includes many other programs.
[0497] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.
[0498] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.
[0499] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.
[0500] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.
[0501] The training game execution unit 1101a executes all processing related to the training game.
[0502] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.
[0503] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.
[0504] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0505] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 46 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).
[0506] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0507] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.
[0508] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.
[0509] 47 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes training target character selection screen display processing (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the player's operation input.
[0510] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a provisionally registers a character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.
[0511] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the provisionally registered character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.
[0512] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-2). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a provisionally registers the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.
[0513] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .
[0514] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a provisionally registers the support card corresponding to the card icon 201 on which the selection operation was performed, and switches the display screen.
[0515] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.
[0516] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0517] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a provisionally registers reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0518] In the final confirmation screen display process, it is determined whether the successor character provisionally registered in P6-2 and the support card provisionally registered in P6-3 satisfy the conditions for starting the training main game. The conditions for starting the training main game also include the game points being equal to or greater than a predetermined value (e.g., 30). Here, if all the conditions for starting the training main game are satisfied, the start operation unit 205b is enabled, and if all the conditions are not satisfied, the start operation unit 205b is disabled. In other words, in the final confirmation screen display process, the start operation unit 205b is enabled only if all the conditions for starting the training main game are satisfied.
[0519] When a confirmation operation (operation of the activated start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a transmits confirmation information to the server 1000. The confirmation information includes information identifying the provisionally registered training target character, inherited character, and support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game. If it is determined that execution of the training main game is permitted, the player terminal 1 receives permission information from the server 1000.
[0520] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a performs a preparation stage completion process (P6-5). Here, the training game executing unit 701a registers the provisionally registered training target character. In addition, the training game executing unit 701a registers the provisionally registered training character as an inherited character and the provisionally registered support card in the deck.
[0521] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the reservation selection information of the provisionally registered preset. This ends the preparation stage completion process, and the training main game begins.
[0522] 48 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).
[0523] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.
[0524] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).
[0525] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).
[0526] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0527] Furthermore, the training game executing unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and if the organization conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the training target character, inherited character, and support card, or if the organization conditions for using the representative character of another player are not met, the training game executing unit 1101a sets denial information (S6-14) and causes the player terminal 1 to receive it. If denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.
[0528] Returning to FIG. 46, when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this training stage processing, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage processing (S7) based on information received from the player terminal 1.
[0529] The following describes the training stage processing (P7) executed in the player terminal 1 and the training stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the appropriate reverse order.
[0530] 49 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, at the start of the training stage processing, or when processing or presentation related to the current turn is completed.
[0531] 50 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S11).
[0532] FIG. 51 is a flowchart illustrating the activation factor determination process in the server 1000. The training game execution unit 1101a executes the basic ability factor activation process (S11-1). Here, the training game execution unit 1101a extracts basic ability factors linked to registered inherited characters and executes an activation lottery for each extracted basic ability factor. Also, here, the training game execution unit 1101a determines the utility generated by factor activation for each basic ability factor determined to be activated. Specifically, the training game execution unit 1101a determines the increase value of the ability parameter and the increase value of the upper limit of the ability parameter for each basic ability factor determined to be activated. Then, the determined increase value is added to the current parameter. As a result, utility is generated by the activation of the basic ability factor.
[0533] Next, the training game executing unit 1101a executes the aptitude factor activation process (S11-2). Here, the training game executing unit 1101a extracts the aptitude factors linked to the registered inherited characters, and executes an activation lottery for each extracted aptitude factor. Here, the training game executing unit 1101a also updates the aptitude parameters linked to the aptitude factors whose activation has been determined. As a result, utility is generated by the activation of the aptitude factors.
[0534] Next, the training game execution unit 1101a executes a race factor activation process (S11-3). Here, the training game execution unit 1101a extracts race factors linked to the registered inherited character and executes an activation lottery for each extracted race factor. Here, the training game execution unit 1101a also determines the utility generated by factor activation for each race factor determined to be activated. Specifically, for each race factor determined to be activated, the training game execution unit 1101a determines an increase value of the ability parameter based on the factor level linked to the race factor. Then, the determined increase value is added to the current ability parameter. As a result, utility is generated by the activation of the race factor.
[0535] Next, the training game execution unit 1101a executes a character factor activation process (S11-4). Here, the training game execution unit 1101a extracts character factors linked to the registered inherited characters and executes an activation lottery for each extracted character factor. Here, the training game execution unit 1101a also determines the utility generated by factor activation for each character factor determined to be activated. Specifically, the training game execution unit 1101a determines a hint level for each character factor determined to be activated based on the factor level linked to the character factor.
[0536] At this time, if the skill status of the skill (skill ID) linked to the character factor whose activation has been determined is "00," which is an unacquirable state, the training game execution unit 1101a updates the skill status to "01," which is an acquireable state. In this case, the training game execution unit 1101a adds the skill ID linked to the character factor whose activation has been determined to the hint level list information. Furthermore, the training game execution unit 1101a associates the determined hint level with the skill ID added to the hint level list information and stores it. As a result, utility is generated by the activation of the character factor.
[0537] Note that if the skill status of the skill (skill ID) linked to the character factor whose activation has been determined is the acquired state of "02", the skill status and hint level list information will not be updated. Also, if the skill status of the skill (skill ID) linked to the character factor whose activation has been determined is the acquireable state of "01", and the determined hint level is higher than the current hint level, the hint level will be updated to the determined hint level. However, if the determined hint level is lower than the current hint level, the hint level will not be updated.
[0538] Note that when a new hint level is determined for a skill for which a predetermined hint level has been acquired, the determined hint level may be added to the current hint level. For example, suppose a new hint level of level 2 is determined for a skill whose current hint level is level 3. In this case, the hint level of the skill may be updated to level 5.
[0539] In addition, the training game executing unit 1101a determines the increase value of the upper limit of the ability parameter for each character factor that has been determined to be activated, and then adds the determined increase value to the current parameter.
[0540] Next, the training game execution unit 1101a executes a skill factor activation process (S11-5). Here, the training game execution unit 1101a extracts skill factors linked to the registered inherited character and executes an activation lottery for each extracted skill factor. Here, the training game execution unit 1101a also determines the utility generated by factor activation for each skill factor determined to be activated. Note that in the process of generating utility by activating a skill factor, a hint level is determined. The process of determining the hint level is the same as for the character factors described above.
[0541] Next, the training game execution unit 1101a executes a scenario factor activation process (S11-6). Here, the training game execution unit 1101a extracts scenario factors linked to the registered inherited characters and executes an activation lottery for each extracted scenario factor. Here, the training game execution unit 1101a also determines the utility generated by factor activation for each scenario factor determined to be activated. Specifically, for each scenario factor determined to be activated, the training game execution unit 1101a determines the increase value of the ability parameter based on the factor level linked to that scenario factor. Then, the determined increase value is added to the current ability parameter linked to that scenario factor. In this way, utility is generated by the activation of the scenario factor.
[0542] Next, the training game execution unit 1101a determines whether activation has been determined for all three types of scenario factors in S11-6 (S11-7). If activation has been determined for all three types of scenario factors (YES in S11-7), the training game execution unit 1101a determines the hint level of the special skill (S11-8). Here, the hint level is determined at the same ratio as level 3 of the factor level shown in FIG. 36A.
[0543] The training game executing unit 1101a also executes a utility generation process for the special skill (S11-9). Here, if the skill status of the special skill (skill ID) is "00", an unacquirable state, the training game executing unit 1101a updates the skill status to "01", an acquireable state. In this case, the training game executing unit 1101a adds the skill ID of the special skill to the hint level list information. Furthermore, the training game executing unit 1101a associates the determined hint level with the skill ID added to the hint level list information and stores them.
[0544] The factors activated in the inheritance event are managed in association with the information of the inherited character who has the factor, and are displayed in association with the information of the inherited character. Also, special skills are not linked to the information of the inherited character, but are displayed in association with the activation display of factors that meet certain conditions.
[0545] Note that if the skill status of a special skill (skill ID) is the acquired state of "02", the skill status and hint level list information of the special skill are not updated. Also, if the skill status of a special skill is the acquireable state of "01", and the determined hint level is higher than the current hint level, the hint level is updated to the determined hint level. However, if the determined hint level is lower than the current hint level, the hint level is not updated. Note that, as described above, the determined hint level for a special skill may also be added to the current hint level.
[0546] Returning to FIG. 50, the training game executing unit 1101a executes a process for determining whether or not an event should occur (S10-4). Here, the training game executing unit 1101a determines which events, such as scenario events, dedicated events, and first events, should occur in the current turn. If the occurrence of an event results in the character to be trained acquiring a skill hint, the skill status and hint level list information are updated in the same manner as described above.
[0547] Furthermore, if the current turn is not the target turn for which a target race is set (NO in S10-5), the training game executing unit 1101a executes a training event determination process to determine a training event by lottery (S10-6). Here, one training event is determined by lottery from three training events that have the same main parameters set and are classified into different competition genres. This lottery is executed for each of the five main parameters. Therefore, five training events are determined from the 15 training events. Furthermore, the five determined training events are linked to the first event-specific command 221a to the fifth event-specific command 221e, respectively.
[0548] Next, the training game executing unit 1101a executes a link determination process (S10-7). Here, if two or more training events classified into the same sport genre are determined in S10-6, determination information is derived indicating that the multiple event-specific commands 221 linked to these training events are linked to one another. For example, suppose that a first event-specific command 221a, a second event-specific command 221b, and a fifth event-specific command 221e are linked to training events classified into the sport genre of ball games. In this case, determination information is derived indicating that the second event-specific command 221b and the fifth event-specific command 221e are linked to the first event-specific command 221a. Furthermore, determination information is derived indicating that the first event-specific command 221a and the fifth event-specific command 221e are linked to the second event-specific command 221b. Furthermore, determination information indicating that the first event-specific command 221a and the second event-specific command 221b are linked to the fifth event-specific command 221e is derived.
[0549] Next, the training game executing unit 1101a executes a placement character determination process (S10-8). Here, the training game executing unit 1101a determines by lottery whether or not to place support characters, specific characters, and other story characters, and the training type to be placed, based on the placement determination table. At this time, when the training type to be placed is determined, the training game executing unit 1101a associates the character with the determined training type and stores it.
[0550] Next, the training game execution unit 1101a executes a friendship training setting process (S10-9). Here, the training game execution unit 1101a extracts the support characters placed in the training event in S10-8. Then, it is determined whether each of the extracted support characters meets the setting conditions for a friendship training occurrence possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for a friendship training occurrence possible state. In addition, friendship training occurrence possible information is also linked to training events in which support characters that meet the setting conditions for a friendship training occurrence possible state are placed.
[0551] Next, the training game executing unit 1101a executes a process to calculate an increase in ability parameters (S10-10). Here, the increase in each of the five ability parameters is calculated for each training event determined in S10-6 based on the ability parameter increase calculation formula shown in FIG. 28A. At this time, the judgment information derived in S10-7 is referenced. The training game executing unit 1101a determines the skill points to be awarded for each training event if the training is successful.
[0552] Next, the training game executing unit 1101a executes a process of calculating an increase in the competition level (S10-11). Here, an increase in the competition level is calculated for each training event determined in S10-6 based on the formula for calculating an increase in the competition level shown in FIG. 23A.
[0553] Next, the training game executing unit 1101a determines the update values of the parameters to be updated when training is performed (S10-12). Here, for example, the amount of stamina loss or stamina recovery when training is successful is determined. In addition, the training game executing unit 1101a calculates the failure rate of training for each training event based on the stamina of the character to be trained.
[0554] The training game executing unit 1101a also executes a process for determining whether or not a second event will occur (S10-13). Here, the training game executing unit 1101a determines by lottery whether or not to execute a support event preset on a support card linked to a training event. Note that if the execution of a support event results in the training target character acquiring a skill hint, the skill status and hint level list information are updated in the same manner as described above.
[0555] Then, the training game executing unit 1101a saves the information determined in each of the above processes as game information, and causes the player terminal 1 to receive it (S10-14).
[0556] FIG. 52 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that can be selected by the player based on the current number of turns. Specifically, in a turn in which training can be performed, five event-specific commands 221 are set as selectable commands based on the received game information. In other words, each of the five event-specific commands 221 is associated with a training event. Furthermore, in a target turn in which a target race is set, the target race is set as a selectable command.
[0557] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, training screen 220, etc. based on the received game information. As an example, the training game executing unit 701a displays the event-specific command 221 set in P7-2 on the training screen 220. The training game executing unit 701a also displays a placed character icon 222 for each training event. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects for the event-specific command 221 corresponding to the training event set to a friendship training occurrence possible state, and for the training command 215b on the top screen 210.
[0558] Thereafter, when a sub-command related operation (an operation related to skill acquisition or consultation) is input (YES in P7-4), the training game executing unit 701a executes sub-command processing (P15).
[0559] 53 is a flowchart illustrating sub-command processing in the player terminal 1. The training game executing unit 701a determines whether the input sub-command-related operation is a confirmation operation (P15-1). A confirmation operation is an operation on the change button 268a on the consultation screen 260 in FIG. 32, and an operation on the confirmation operation section 315a on the skill screen 310 in FIGS. 38A and 38B. In other words, a confirmation operation is an operation to acquire a skill or an operation to change the event-specific command 221.
[0560] If the input sub-command related operation is a confirmation operation (YES in P15-1), the training game executing unit 701a transmits sub-command designation information to the server 1000 (P15-2). The sub-command designation information includes information indicating the skill to be acquired or information indicating the training event (sport genre) before and after the change.
[0561] As will be described in detail later, when the server 1000 receives the subcommand designation information, the update information is set. The player terminal 1 waits to receive the update information from the server 1000 (P15-3). When the update information is received (YES in P15-3), the training game executing unit 701a executes an update information receiving process (P15-4). Here, the training game executing unit 701a updates the game information in the game information storage unit 751 based on the received update information. When a skill is acquired, the skill status is updated to an acquired status of "02." In this case, the skill ID associated with the acquired skill and the hint level associated with the skill ID are deleted from the hint level list information. Furthermore, the training game executing unit 701a executes a display control process to update the game screen based on the player's operation input or the received update information (P15-5).
[0562] 52, the training game executing unit 701a repeats the processes from P7-3 to P7-5 until a main command is operated (NO at P7-5). When a main command is operated (YES at P7-5), the training game executing unit 701a transmits main command designation information corresponding to the main command input by the player to the server 1000 (P7-6). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 (NO at P7-7).
[0563] Returning to FIG. 49, after executing the turn start process, when the training game executing unit 1101a receives sub-command designation information from the player terminal 1 (YES in S7-2), it executes sub-command designation information receiving process (S15).
[0564] FIG. 54 is a flowchart illustrating the subcommand designation information reception process in the server 1000. When subcommand designation information indicating the acquisition of a skill is received (YES in S15-1), the training game executing unit 1101a executes skill acquisition processing (S15-2). Here, acquisition information is linked to the skill acquired by the player. Specifically, the training game executing unit 1101a updates the skill status linked to the skill ID of the acquired skill in the game information storage unit 1151 to an acquired status of "02." The training game executing unit 1101a also deletes the skill ID linked to the acquired skill and the hint level linked to the skill ID from the hint level list information. Here, the training game executing unit 1101a also subtracts skill points ac...
Claims
1. a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; The computer executes the following: The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Including, Information processing program.
2. The parameters linked to the development target game media include a plurality of types of acquisition parameters that are set to an acquireable state or an unacquirable state; The process of progressing the training game includes: and a process of linking acquired information of the acquired parameters set to the acquireable state to the training target game medium when a predetermined acquisition condition is met; The process of generating the special utility is changing the predetermined acquisition parameter from the non-acquirable state to the acquireable state; The information processing program according to claim 1 .
3. The utility generation process includes: storing a history of the utility that has been generated or history information indicating the inherited information on which the utility has been generated; determining whether the specific condition is met based on the history information; 3. The information processing program according to claim 1.
4. The process of progressing the training game includes: Executing the utility generation process one or more times during the training game; In the utility generation process, for each of the inheritance information, an activation lottery is executed to determine whether or not to generate the utility corresponding to the inheritance information, and the utility that is selected in the activation lottery is generated; determining whether the specific condition is established based on the result of the activation lottery for the plurality of pieces of inheritance information in one utility generation process or the result of the activation lottery for the plurality of pieces of inheritance information during the training game; 3. The information processing program according to claim 1.
5. The process of progressing the training game includes: When a plurality of predetermined pieces of inheritance information are linked to the inherited game medium, it is possible to determine that the specific condition is met.
3. The information processing program according to claim 1.
6. The specific condition includes winning a lottery that determines whether or not the special utility will be generated.
3. The information processing program according to claim 1.
7. 1. An information processing method performed by one or more computers, comprising: The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Including, Information processing methods.
8. one or more computers; The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Including, Information processing system.
9. one or more computers; The computer a process of setting a training-completed game medium selected by a player from among the training-completed game media stored upon completion of the training game as an inherited game medium to be used in a newly started training game; a process of progressing the training game in which the training target game media are trained using the inherited game media based on a player's operation input; Upon completion of the training game, a process of linking one of a plurality of types of inheritance information to the training target game medium to which at least one parameter is linked, thereby generating and storing the training completed game medium; and The process of progressing the training game includes: a utility generation process for generating a utility based on the inheritance information linked to the inherited game medium; The utility generation process includes: A process of updating the parameters associated with the training target game media that correspond to the inheritance information; a process of determining whether a predetermined specific condition is satisfied based on the plurality of inheritance information, and generating a special utility if the specific condition is satisfied; Including, Game device.
Citation Information
Patent Citations
Information processing program, information processing method, and game device
JP7432027B1