Non-transitory computer-readable storage medium, information processing method, information processing system
A mode selection system in games addresses the issue of reduced presentation effect by allowing players to choose between modes with different event presentations, ensuring a more engaging and understandable experience.
Patent Information
- Application Number
- JP2024134651
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-09
- Publication Date
- 2026-03-02
- Estimated Expiration
- 2044-08-09
AI Technical Summary
The use of a skip function in games can lead to a reduction in the presentation effect by omitting certain effects, making it difficult for players to understand the content of the events.
Implementing a mode selection system that allows players to choose between a first mode and a second mode, where the second mode provides a faster progression of specific event effects with enhanced benefits, including displaying different images and execution results based on specific event information.
This approach helps maintain and enhance the dramatic effect by providing players with a more engaging and understandable experience through varied event presentations.
Smart Images

Figure 2026034809000001_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] 2. Description of the Related Art Conventionally, as shown in Patent Document 1, a so-called skip function is known that omits the display of some effects in a game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2024-094573 Summary of the Invention [Problem to be solved by the invention]
[0004] For example, when the skip function described above is used, the display of some of the effects is omitted, which may prevent the player from understanding the content of the effects, thereby reducing the effect of the effects.
[0005] The present invention aims to provide an information processing program, an information processing method, an information processing system, and a game device that are capable of suppressing a decline in the presentation effect. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be provided; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; The computer performs the following.
[0007] The information processing program a process of determining by lottery one of the benefits including the first benefit and the second benefit as the benefit to be granted in response to the occurrence of the specific event; The computer may be caused to perform the above.
[0008] The specific event effect may progress faster in the second mode than in the first mode.
[0009] The specific event effect is composed of a plurality of effect scenes including a specific scene, The staged scene progresses by switching the image display, The specific event information includes performance progress information, the presentation progression information includes information indicating the content of the presentation scene and information indicating the progression order of the presentation scene, When the first mode is set, the presentation scene progresses in accordance with the operation input of the player based on the presentation progression information, When the second mode is set, the specific scene may be progressed based on the presentation progress information.
[0010] The plurality of production scenes include a predetermined scene, When the first mode is set, a process of proceeding with the specific event presentation including displaying the first image based on the first specific event information includes: progressing the predetermined scene including the display of the first image based on the performance progression information, and then progressing the specific scene including the display of the execution result of the specific event; When the second mode is set, the process of proceeding with the specific event presentation based on the first specific event information includes: progressing the specific scene including displaying the execution result of the specific event based on the performance progression information; When the first mode is set, a process of proceeding with the specific event presentation including displaying the second image based on the second specific event information includes: After progressing the predetermined scene including the display of the second image based on the performance progression information, proceed with the specific scene including the display of the execution result of the specific event; When the second mode is set, the process of proceeding with the specific event presentation including displaying the second image or the specific image based on the second specific event information includes: Based on the presentation progression information, the specific scene may be progressed without progressing through the predetermined scene, and may include displaying the second image or the specific image and displaying the execution result of the specific event.
[0011] 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 receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be provided; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; Carry out the following.
[0012] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be provided; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; Carry out the following.
[0013] In order to solve the above problem, the game device one or more computers; The computer a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be provided; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; Carry out the following. [Effects of the Invention]
[0014] According to the present invention, it is possible to suppress a decrease in the dramatic effect. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7]Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17] Fig. 17A is a diagram for explaining character types, and Fig. 17B is a diagram for explaining member IDs. [Figure 18] FIG. 18 is a diagram illustrating commands in each turn. [Figure 19]FIG. 19 is a diagram illustrating the correspondence between the number of turns and the period. [Figure 20] FIG. 20 is a first diagram illustrating the top screen. [Figure 21] FIG. 21 is a second diagram illustrating the top screen. [Figure 22] FIG. 22 is a third diagram illustrating the top screen. [Figure 23] FIG. 23A is a diagram illustrating the menu dialog, FIG. 23B is a first diagram illustrating the option dialog, and FIG. 23C is a second diagram illustrating the option dialog. [Figure 24] FIG. 24 is a first diagram illustrating the training screen. [Figure 25] Fig. 25A is a second diagram illustrating the training screen, Fig. 25B is a third diagram illustrating the training screen, and Fig. 25C is a diagram illustrating a training result notification screen. [Figure 26] FIG. 26 is a diagram illustrating the training levels. [Figure 27] Fig. 27A is a diagram for explaining a fixed increase value (speed), and Fig. 27B is a diagram for explaining a fixed increase value table (power). [Figure 28] FIG. 28 is a diagram for explaining the allocation ratio to the training items. [Figure 29] FIG. 29 is a diagram illustrating the event occurrence condition table. [Figure 30] FIG. 30 is a diagram illustrating the event details table. [Figure 31] FIG. 31 is a first diagram illustrating the event screen. [Figure 32] FIG. 32 is a second diagram illustrating the event screen. [Figure 33] FIG. 33 is a third diagram illustrating the event screen. [Figure 34] FIG. 34 is a fourth diagram illustrating the event screen. [Figure 35]Fig. 35A is a first diagram illustrating a race selection screen. Fig. 35B is a diagram illustrating a race start screen. Fig. 35C is a first diagram illustrating a race result screen. Fig. 35D is a second diagram illustrating a race result screen. [Figure 36] Fig. 36A is a diagram illustrating the breeding completion screen, Fig. 36B is a second diagram illustrating the breeding completion screen, and Fig. 36C is a third diagram illustrating the breeding completion screen. [Figure 37] FIG. 37 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 38] FIG. 38 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 39] FIG. 39 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 40] FIG. 40 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 41] FIG. 41 is a flowchart illustrating the preparation stage processing in the server. [Figure 42] FIG. 42 is a flowchart illustrating the development stage processing in the server. [Figure 43] FIG. 43 is a flowchart illustrating the turn start process in the server. [Figure 44] FIG. 44 is a flowchart illustrating the process of determining whether or not an event occurs in the server. [Figure 45] FIG. 45 is a flowchart illustrating the development stage processing in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the event management process in the player terminal. [Figure 47] FIG. 47 is a flowchart illustrating the command operation process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the training-related command operation process at the player terminal. [Figure 49] FIG. 49 is a flowchart illustrating the first command reception process in the server. [Figure 50] FIG. 50 is a flowchart illustrating the race execution process in the server. [Figure 51] FIG. 51 is a flowchart illustrating the execution result information receiving process in the player terminal. [Figure 52] FIG. 52 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.
[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0021] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0024] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0025] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0027] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0031] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.
[0032] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.
[0033] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.
[0034] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.
[0035] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0036] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.
[0037] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.
[0038] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.
[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.
[0040] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).
[0041] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0042] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.
[0043] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0044] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0045] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 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.
[0046] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0047] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0048] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0049] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.
[0050] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.
[0051] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.
[0052] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0053] 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.
[0054] 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.
[0055] (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).
[0056] 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.
[0057] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and featured member registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.
[0058] <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.
[0059] <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.
[0060] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. When a character to be trained (described later) is selected, a character ID assigned to each character is registered. There are scenarios in which different goals are set for each type of character to be trained (here referred to as existing scenarios), and scenarios in which a common goal is set for all characters to be trained (here referred to as new scenarios).
[0061] In the existing scenario, goals are set at the start of the training game based on the registered scenario ID and character ID. On the other hand, in the new scenario, goals are set based on the registered scenario ID. In the new scenario, character IDs are not specified when setting goals for the training game, so a common goal is set regardless of the type of character being trained.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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."
[0069] 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".
[0070] 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.
[0071] 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.
[0072] 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."
[0073] 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.
[0074] In this way, the upper limit of the ability parameters differs depending on the scenario selected by the player. As a result, it becomes possible to train characters with different abilities and characteristics for each scenario. This increases the player's motivation to play through a variety of scenarios. Note that, in this embodiment, a scenario event is described as raising the upper limit of the ability parameters, but the specific content of the scenario event is not limited to this. For example, the scenario event may include a hint event or an ability event, which will be described later. Furthermore, a scenario event may increase or decrease the values of various statuses in the training main game.
[0075] <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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. The activation of skills gives each character an advantage in the race.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills unless the conditions for unlocking them are met. Therefore, awakened skills whose conditions for unlocking them are not met cannot be acquired in the main training game.
[0096] 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.
[0097] In this embodiment, the character's awakening level is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-described 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] 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.
[0116] 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.
[0117] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as the target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.
[0118] 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.
[0119] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] <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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.
[0141] 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.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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).
[0146] 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.
[0147] 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.
[0148] 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%.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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".
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] 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.
[0171] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire skill hints, but the upper limit of ability parameters will not increase.
[0172] 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.
[0173] 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.
[0174] 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.
[0175] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] 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.
[0180] 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.
[0181] 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).
[0182] 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).
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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.
[0191] <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.
[0192] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.
[0193] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0194] FIG. 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.
[0195] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.
[0196] FIG. 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.
[0197] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.
[0198] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.
[0199] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0200] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.
[0201] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various stats in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0202] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.
[0203] 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.
[0204] 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.
[0205] The support events may include hint events and ability events. The hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game.
[0206] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameters. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0207] 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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] 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.
[0212] When the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, as shown in FIG. 4, the appearing members are registered, and then the top screen 210 (FIG. 20) is displayed on the display 26.
[0213] <Registration of appearing members> FIG. 17A is a diagram explaining character types. FIG. 17B is a diagram explaining member IDs. As described above, the training game of this embodiment is provided with a plurality of scenarios. The player can select a scenario to play the training main game. In any scenario, the main objective of the training main game is to increase the ability parameters of the character to be trained through training.
[0214] On the other hand, the main game for training has a storyline set for each scenario, and the game progresses along the storyline. Here, we will explain a scenario in which the character to be trained and 15 other characters are set as the main characters. In the preparation stage processing, 15 characters are determined as the main characters. Hereinafter, the character to be trained and the 15 characters set as the main characters will be collectively referred to as the "characters."
[0215] Characters that can become members of the game are those linked to character cards or support cards provided by the management. As shown in FIG. 17A, priorities are set for characters that can be determined as members of the game, and characters with higher priorities are selected as members of the game. Here, the highest priority is set for scenario-linked characters.
[0216] Scenario link characters are essential characters in the story of the development main game, and in this embodiment, six characters are set as scenario link characters in advance. If the character to be developed is not a scenario link character, six scenario link characters are determined as appearing members. Also, if the character to be developed is a scenario link character, five scenario link characters other than the character to be developed are determined as appearing members.
[0217] Once a scenario link character is determined as a featured member, a support character is then determined as a featured member. As described above, a support character is a character linked to a support card. Here, the priority of a support character is set to be second only to a scenario link character. In the preparation stage processing, six support cards are organized into a deck. Therefore, the featured members may include six support characters linked to the support cards organized into the deck.
[0218] However, if the character linked to the support card is a scenario link character, that character has already been determined to be a member of the cast as a scenario link character. For example, suppose that two of the six support cards organized in a deck are linked to scenario link characters. In this case, since the two support characters have already been determined to be members of the cast as scenario link characters, the other four support characters will also be determined to be members of the cast.
[0219] Although a detailed explanation will be omitted, support characters include characters that can be set as characters to be developed and special characters that cannot be set as characters to be developed. Special characters are set in advance so that they will not be determined as appearing members. Therefore, if special characters are linked to all six support cards organized in a deck, the number of support characters determined as appearing members will be zero. Note that here, special characters are not included in the scenario link characters. However, special characters may be set as scenario link characters. Furthermore, if a special character is a support character, the special character may be determined as an appearing member.
[0220] Once the members of the cast are determined from the scenario link characters and support characters, the missing members are determined from the other target characters. The other target characters are characters that can be determined as members of the cast, excluding characters to be trained, scenario link characters, and support characters. Note that the target characters do not include special characters.
[0221] For example, if ten characters have already been determined as appearing members from among the scenario link characters and support characters, five characters from the other target characters are determined as appearing members. Here, the other target characters are extracted, and characters to be appearing members are determined by lottery from among the extracted characters. Note that, for example, priorities may be set for characters to make up for the shortage of appearing members, and characters with the highest priority may be determined as appearing members.
[0222] A member ID is associated with each character that has been determined to be a member. Here, as shown in FIG. 17B, member IDs ranging from 01 to 15 are provided. As described above, once the character to be trained, the successor character, the support character (support card), and the member to be trained have been registered and stored, the preparation stage processing ends and the process moves to the training stage processing.
[0223] <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.
[0224] FIG. 18 is a diagram explaining the commands in each turn. FIG. 19 is a diagram explaining the correspondence between the number of turns and the period. In the scenario of this embodiment, goals to be achieved during the training game are set for the characters to be trained. Here, goals are set for the characters to be trained based on the scenario ID registered in the preparation stage processing. Note that the goals set for the characters to be trained may be different for each character selected as a character to be trained, or may be common to all characters.
[0225] The main training game consists of turns 1 to 78, as shown in Figure 18. Here, as shown in Figure 19, turns 1 to 24 are called the junior class, turns 25 to 48 are called the classic class, turns 49 to 72 are called the senior class, and turns 73 to 78 are called the final period.
[0226] Turns 37 to 40 and turns 61 to 64 are called the summer training period or summer training camp. In the Classic class, turns 25 to 36 before summer training camp are the first half of the Classic class, and turns 41 to 48 after summer training camp are the second half of the Classic class. Similarly, in the Senior class, turns 49 to 60 before summer training camp are the first half of the Senior class, and turns 65 to 72 after summer training camp are the second half of the Senior class.
[0227] Each turn, the player progresses through the training main game by selecting one of the commands that specify the actions of the character to be trained. The commands that the player can select are broadly divided into first commands, which end the turn when executed, and second commands, which do not end the turn even when executed. When the first command is selected in each turn, that turn ends and the game moves on to the next turn. During each turn, various parameters are updated according to the first command selected by the player. Furthermore, when the second command is selected, certain parameters may also be updated. The commands are explained below.
[0228] Fig. 20 is a first diagram illustrating the top screen 210. Fig. 21 is a second diagram illustrating the top screen 210. Fig. 22 is a third diagram illustrating the top screen 210. When the process moves to the development stage process, the top screen 210 shown in Fig. 20 is displayed on the display 26.
[0229] As shown in FIG. 20, a stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is associated with a character to be trained. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 displays the remaining "stamina" of the character to be trained, relative to the upper limit of "stamina", so that the remaining amount can be visually grasped.
[0230] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.
[0231] As shown in FIG. 20 , an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained. The status display section 213 displays the status of the character to be trained using numerical values and letters indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained using numerical values.
[0232] 20, the bottom of the top screen 210 displays a rest operation section 215a, a training operation section 215b, a skill operation section 215c, a nurse's office operation section 215d, a trip operation section 215e, and a race operation section 215f. The rest operation section 215a, the training operation section 215b, the nurse's office operation section 215d, the trip operation section 215e, and the race operation section 215f correspond to the commands "rest," "training," "nurse's office," "trip," and "race," respectively. These commands are classified as first commands that end the current turn. In other words, in each turn, any one of the commands corresponding to the rest operation section 215a, the training operation section 215b, the nurse's office operation section 215d, the trip operation section 215e, and the race operation section 215f can be selected.
[0233] However, as described above, a goal is set for the character to be trained. The goals set for the character to be trained include participating in a preset goal race and achieving a predetermined result in the goal race. In this way, in a turn in which a goal race is set (hereinafter referred to as a goal turn), the race operation unit 215f is operable, and the rest operation unit 215a, training operation unit 215b, nurse's office operation unit 215d, and outing operation unit 215e are inoperable.
[0234] During the target turn, the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e are displayed in gray and cannot be operated by the player. Therefore, during the target turn, the player must operate the race operation unit 215f to enter the character to be trained in a race.
[0235] The player can select the "rest" command by operating the rest operation unit 215a. When "rest" is selected, the stamina of the character to be trained is restored. In addition, the player can select the type of training that the character to be trained will perform by operating the training operation unit 215b.
[0236] Furthermore, the player can select a "skill" command by operating the skill operation unit 215c. When "skill" is selected, the player can acquire one of the skills by consuming skill points. The skill operation unit 215c is set to be operable at all times in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end. Therefore, the "skill" command is classified as a second command.
[0237] Furthermore, the player can select the "infirmary" command by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained can be eliminated. Although a detailed explanation will be omitted, negative parameters that put the character to be trained at a disadvantage in the progression of the game may be set.
[0238] The training main game includes events that allow a character to acquire negative parameters. When an event occurs, the character to be trained will acquire negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If the "health room" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if the "health room" is selected, the negative parameters may not be eliminated. Also, selecting the "health room" may restore stamina. Note that when the character to be trained has not acquired negative parameters, the health room operation unit 215d is displayed grayed out, as shown in FIG. 20, and operations on the health room operation unit 215d are not accepted.
[0239] Furthermore, the player can select the command "Go out" by operating the go out operation unit 215e. When "Go out" is selected, the condition of the character to be trained improves.
[0240] Furthermore, by operating the race operation unit 215f, the player can select the type of race that the character to be trained will compete in. When one of the commands "Rest," "Training," "Nursing Room," "Outing," or "Race" is executed, the current turn ends and the game moves to the next turn.
[0241] As shown in FIG. 20 , a skip operation section 216 and a menu operation section 217 are displayed at the bottom of the top screen 210. In this embodiment, a skip function is provided, which is a function for shortening the execution time of effects related to various events that occur during the training main game. As will be described in detail later, when an event occurs, an event video including multiple scenes corresponding to the event is displayed. Note that the event video may display a game screen composed of two-dimensional objects such as text and images, or three-dimensional objects such as 3D models. Furthermore, the event video may display still images continuously, or may display 2D or 3D images or videos.
[0242] In this embodiment, when the skip function is not being used, the event video is played at a predetermined first speed. Note that, as will be described in detail later, in this embodiment, when the skip function is not being used, the images displayed in the event video are switched in response to a tap operation by the player on the display 26. However, the player may be able to arbitrarily switch between a manual progression state in which the images displayed in the event video are switched in response to a tap operation and an automatic progression state in which the images are switched automatically without a tap operation.
[0243] In this embodiment, the skip function includes a first skip function and a second skip function. When the first skip function is used, the playback speed of the event video becomes a second speed (hereinafter also referred to as a medium speed) that is faster than the first speed (hereinafter also referred to as a low speed), or a third speed (hereinafter also referred to as a high speed) that is faster than the second speed, thereby making it possible to shorten the viewing time of the event video. Note that the second speed may be, for example, approximately twice the first speed. Also, the third speed may be, for example, approximately twice the second speed.
[0244] In this embodiment, the case where the automatic progression state is established when the skip function is used is described, but even when the skip function is used, the player may be able to arbitrarily switch between the manual progression state and the automatic progression state. For example, when the skip function is used in the manual progression state, the progression speed per scene may be increased. Also, for example, when the skip function is used in the automatic progression state, the progression speed per scene or the entire event video may be increased.
[0245] For example, when the playback speed is low, images drawn in the order of frames F1, F2, F3, ... may be displayed on the screen one frame at a time. Also, when the playback speed is medium, images drawn in the order of frames F1, F3, F5, ... may be displayed on the screen one frame at a time. Also, when the playback speed is high, images drawn in the order of frames F1, F5, F9, ... may be displayed on the screen one frame at a time. In other words, the playback speed may be increased by omitting the display of some frames.
[0246] Furthermore, for example, the progression speed of an event may be increased by omitting the execution of a predetermined scene from an event video that includes multiple scenes corresponding to an event that has occurred. Alternatively, the progression speed of an event may be increased by extracting a portion from multiple images (still images) that make up the event video and displaying the extracted images in a predetermined order. In other words, the progression speed of an event may be increased by displaying what was displayed in video format in still image format.
[0247] Furthermore, when the second skip function is used, at least some scenes are omitted and the playback speed of the event video becomes the third speed, which makes it possible to shorten the viewing time of the event video. That is, in this embodiment, when the second skip function is used, at least some scenes are omitted, which makes it possible to further shorten the viewing time of the event video compared to when the first skip function is used and the playback speed of the event video is the second speed or the third speed.
[0248] In this embodiment, the playback speed of the event video is set to the third speed when the second skip function is used. However, the playback speed of the event video may be set to either the second speed or the third speed when the second skip function is used. Furthermore, when the second skip function is used, at least some scenes may be omitted, and the playback speed of the event video may be set to a fourth speed, which is faster than the third speed, thereby shortening the viewing time of the event video. The fourth speed may be, for example, approximately twice the third speed.
[0249] Fig. 20 shows a case where skip operation unit 216 is displayed in the first mode. As shown in Fig. 20, in the first mode, the words "SKIP OFF" are displayed on skip operation unit 216, making it identifiable that the skip function is not in use.
[0250] When the skip operation unit 216 displayed in the first mode is tapped, the display mode of the skip operation unit 216 changes to the second mode shown in Fig. 21. As shown in Fig. 21, in the second mode, the word "SKIP," one black triangle, and one white triangle are displayed in the skip operation unit 216, and it is clearly displayed that the playback speed of the event video is medium speed, i.e., the second speed. Note that in this embodiment, when the skip operation unit 216 is displayed in the second mode, the first skip function is used.
[0251] When the skip operation unit 216 displayed in the second mode is tapped, the display mode of the skip operation unit 216 changes to the third mode shown in FIG. 22. As shown in FIG. 22, in the third mode, the word "SKIP" and two black triangles are displayed in the skip operation unit 216, and it is clearly displayed that the playback speed of the event video is high speed, i.e., the third speed. In this embodiment, when the skip operation unit 216 is displayed in the third mode, the first skip function or the second skip function is used. In this embodiment, whether the first skip function or the second skip function is used when the skip operation unit 216 is displayed in the third mode is determined based on the settings in an option dialog (FIGS. 23B and 23C) described later.
[0252] Furthermore, when skip operation unit 216 displayed in the third mode is tapped, the display mode of skip operation unit 216 changes to the first mode shown in FIG.
[0253] When menu operation section 217 is tapped, menu dialogue 230 (FIG. 23A) is displayed on display 26. FIG. 23A is a diagram illustrating menu dialogue 230. As shown in FIG. 23A, menu dialogue 230 displays option operation section 231 and close operation section 232. When close operation section 232 is tapped, menu dialogue 230 is hidden.
[0254] Furthermore, when option operation unit 231 is tapped, option dialog 235 (FIG. 23B or FIG. 23C) is displayed on display 26. FIG. 23B is a first diagram illustrating option dialog 235, and FIG. 23C is a second diagram illustrating option dialog 235.
[0255] The option dialog 235 displays a speed-up operation section 236, a cancel operation section 237, and a save operation section 238. In response to a tap by the player, the display mode of the speed-up operation section 236 changes between a first mode (FIG. 23B) indicating that the second skip function is enabled, and a second mode (FIG. 23C) indicating that the second skip function is disabled.
[0256] When the save operation unit 238 is tapped, the skip information indicating whether the second skip function is enabled or disabled is updated according to the display mode of the speed-up operation unit 236. When the cancel operation unit 237 is tapped, the skip information is not updated and the option dialog 235 is hidden.
[0257] Figure 18 shows examples of commands that the player can select in each turn. In Figure 18, ◎ indicates that the command must be selected, ○ indicates that the command can be selected, and × indicates that the command cannot be selected. Also, △ indicates that the command can or cannot be selected depending on the parameters of the character to be trained at the start of each turn.
[0258] In this example, "Race" cannot be selected from the first turn through the tenth turn. Also, turns marked with a ◎ in the Race column in the diagram, such as the 11th, 24th, 60th, 74th, 76th, and 78th turns, are the target turns. In the target turns, commands such as "Rest," "Training," "Go Out," and "Nursing Room," i.e., commands classified as first commands other than "Race," cannot be selected.
[0259] A target race and a target in the target race are set in advance for the character to be trained. Here, the goal is set as the finishing order for each target race. Therefore, the player must make sure to enter the character to be trained in the target race in the target turn. Furthermore, if the goal set for the target race is not achieved, the training main game ends.
[0260] The goal set for the target turn is not limited to the finishing order in the target race. For example, a goal other than the target race may be set for the target turn, such as winning three or more races by the time of the target turn, or having a predetermined number of fans (described later).
[0261] Fig. 24 is a first diagram illustrating training screen 220. Fig. 25A is a second diagram illustrating training screen 220. Fig. 25B is a third diagram illustrating training screen 220. When training operation section 215b on top screen 210 is operated, training screen 220 is displayed on display 26.
[0262] 24, operation units corresponding to each training item are provided at the bottom of the training screen 220. Here, a speed operation unit 221a, a stamina operation unit 221b, a power operation unit 221c, a willpower operation unit 221d, and a wisdom operation unit 221e are provided as operation units for executing training commands. Hereinafter, the speed operation unit 221a, the stamina operation unit 221b, the power operation unit 221c, the willpower operation unit 221d, and the wisdom operation unit 221e may be collectively referred to simply as the item operation unit 221.
[0263] When the player operates an item operation unit 221, the training item corresponding to the item operation unit 221 for which operation input has been made becomes temporarily selected. At this time, the item operation unit 221 corresponding to the temporarily selected training item is highlighted. For example, FIGS. 24 and 25B show a state in which the stamina operation unit 221b is temporarily selected. Also, FIG. 25A shows a state in which the power operation unit 221c is temporarily selected.
[0264] Then, when an operation input is again made to the temporarily selected item operation unit 221, a training command is executed corresponding to the operation input made to the item operation unit 221. Specifically, when an operation input is again made to the temporarily selected speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, guts operation unit 221d, or intelligence operation unit 221e, training for speed, stamina, power, guts, and intelligence is executed, respectively.
[0265] Here, the speed operation section 221a, stamina operation section 221b, power operation section 221c, tenacity operation section 221d, and intelligence operation section 221e also display the training level for each training item. The training level is a parameter that increases based on the number of training sessions for each training item, and the higher the training level, the greater the increase in ability parameters when training is successful. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0266] Furthermore, as shown in FIG. 24, a skip operation section 216 and a menu operation section 217 are also displayed on the training screen 220.
[0267] FIG. 26 is a diagram illustrating training levels. As shown in FIG. 26, the training level increases according to the number of times each training item is successful. Specifically, a training level is set for each of five training items: speed, stamina, power, tenacity, and intelligence. For example, if the number of times the "speed" training is successful is 0 to 4, the speed training level is "1." As shown in the figure, the more times the "speed" training is successful, the higher the speed training level.
[0268] Although the training level is increased according to the number of successful training attempts, the training level may also be increased according to the number of times the training is performed. Furthermore, the parameters for increasing the training level are not limited to the number of successful training attempts and the number of times the training is performed.
[0269] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.
[0270] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0271] Furthermore, stamina training is performed, and if successful, the values of the stamina and tenacity ability parameters increase.
[0272] Furthermore, power training is performed, and if successful, the values of the stamina and power ability parameters increase.
[0273] Furthermore, if guts training is performed and is successful, the values of the ability parameters of speed, power, and guts increase.
[0274] Additionally, wisdom training is performed, and if successful, the values of the speed and wisdom ability parameters increase.
[0275] If you successfully train your speed, stamina, power, or tenacity, your stamina will decrease, while if you successfully train your wisdom, your stamina will increase.
[0276] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value to a fixed increase value determined in accordance with the training item and training level performed.
[0277] Fig. 27A is a diagram illustrating a fixed increase value (speed) table. Fig. 27B is a diagram illustrating a fixed increase value table (power). That is, Fig. 27A shows fixed increase values when the training item is speed. Fig. 27B shows fixed increase values when the training item is power.
[0278] 27A and 27B, the fixed increase value table stores fixed increase values determined in accordance with the performed training item and training level. In this embodiment, as shown in FIGS. 27A and 27B, the ability parameter is set to increase more significantly as the training level increases.
[0279] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.
[0280] 24, the speed operation section 221a, stamina operation section 221b, power operation section 221c, guts operation section 221d, and intelligence operation section 221e in the provisionally selected state display a failure rate display section 222. The failure rate displayed as a numerical value in the failure rate display section 222 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display section 211.
[0281] Furthermore, the status display section 213 displays the increase in ability parameter when the training corresponding to the provisionally selected item operation section 221 is successful. In the example shown in Fig. 24 and Fig. 25B, the stamina operation section 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display section 213. In the example shown in Fig. 25A, the power operation section 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display section 213.
[0282] Furthermore, when a training session is performed and the session is successful, a predetermined event may occur. In this case, an event notification display 223 is displayed in the item operation section 221 corresponding to the training session in which the predetermined event occurs. The event notification display 223 may be displayed in different ways depending on the type of event.
[0283] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The main characters that can be placed in training items are support characters, scenario link characters, and story characters set for each scenario. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place it in a training item and the training item to be placed in it are determined by lottery. Hereinafter, a character placed in a training item will be referred to as a placed character.
[0284] 28 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, the training items into which characters are allocated are determined for all support characters, scenario link characters, story characters, and other appearing members based on character identification information.
[0285] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and scenario link characters, the decision to not place them in any training ("none" in the figure) is set at 10%, and the decisions to place them in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set at 18%. This placement determination table for support characters and scenario link characters is used when the character whose placement is to be determined is set as both a support character and a scenario link character.
[0286] According to the scenario link character placement decision table, the decision to not place the character in any training is set at 20%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This scenario link character placement decision table is used when the target character is not set as a support character, but as a scenario link character.
[0287] According to the placement decision table for support characters, the decision to not place them in any training is set at 30%, and the decision to place them in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% for each. This placement decision table for support characters is used when the target character is set as a support character and not as a scenario link character.
[0288] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a scenario link character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.
[0289] Note that a special training is set for the support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 28 so that the selection probability of the special training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. For support characters that are linked with such an effect, a change is made so that the placement probability for a predetermined training item is increased.
[0290] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."
[0291] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.
[0292] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.
[0293] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.
[0294] 24, in the upper right portion of the training screen 220, for each item in the temporarily selected item operation section 221, a character icon 224 corresponding to the character placed in the training is displayed. If the training is successful, a predetermined event linked to the character may occur. In this case, an event notification display 223 is displayed on the corresponding character icon 224.
[0295] Furthermore, if the training to which the placed characters are linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed characters are linked is successful. Note that, hereinafter, training to which characters are linked will be referred to as joint training.
[0296] As described above, if training is successful, the ability parameters set in advance for each training session increase. In this embodiment, many conditions for adding ability parameters are set. The conditions for adding include the placement of a character. Therefore, in training sessions in which a character is placed, a predetermined addition value is added to the fixed increase value. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.
[0297] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate.
[0298] That is, a bond gauge 224a is displayed below the placed character icon 224. The bond gauge 224a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.
[0299] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.
[0300] Each support card (support character) is associated with one of five training categories: speed, stamina, power, tenacity, and intelligence. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.
[0301] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training of the support character based on a predetermined probability, a friendship training possibility state is set for this training item. Then, when a training item for which a friendship training possibility state is set is selected and this training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.
[0302] Specifically, once the characters to be placed are determined, a friendship training state is set. For example, a support character is extracted from the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training state to occur are met for the extracted support character. As described above, the setting conditions for the friendship training state to occur are set such that the training item in which the support character is placed is a specialty training and that the bond parameter associated with the support character is equal to or greater than a predetermined value.
[0303] The friendship training occurrence possibility information is then linked to support characters that meet the setting conditions for the friendship training occurrence possibility state. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the setting conditions for the friendship training occurrence possibility state are placed. This sets the friendship training occurrence possibility state.
[0304] For training items that are set to a friendship training possibility state, the friendship bonus addition rate is multiplied when calculating the increase in ability parameters. In other words, the friendship bonus addition rate is used when a friendship bonus possibility state is set for a training item. In this case, the friendship bonus addition rate is calculated for each character placed in the training item.
[0305] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate is 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters.
[0306] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.
[0307] 25C is a diagram illustrating training result notification screen 220a. As described above, when an operation input is again made to item operation section 221 in a provisionally selected state, training corresponding to item operation section 221 to which the operation was input is carried out. Once the training is carried out, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.
[0308] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.
[0309] Additionally, if a training session in which the friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.
[0310] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.
[0311] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.
[0312] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.
[0313] Although not shown in the figure, an effect is superimposed on the placed character icon 224 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.
[0314] Furthermore, on the training result notification screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.
[0315] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 25A or 25B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when training for wisdom is successful, stamina is restored.
[0316] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.
[0317] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.
[0318] In this embodiment, when a predetermined condition is met in the training main game, an event occurs. Events include events whose turn is predetermined and events that occur when a predetermined lottery is won. Events also include events that occur at the start of a turn, events that occur after training ends, and events that occur before the end of a turn.
[0319] For example, if the first or second hint event described above occurs as an event, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0320] The events also include events that update various parameters, such as an event that restores stamina, an event that decreases stamina, the first and second ability events that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, and the like.
[0321] 29 is a diagram illustrating an event occurrence condition table. The server 1000 determines whether or not an event can occur at each preset timing during the progress of the training main game. If an event can occur, the server 1000 refers to the event occurrence condition table shown in FIG. 29 and determines by lottery whether or not each type of event that can occur will occur.
[0322] As shown in FIG. 29, in the event occurrence condition table, for each event ID indicating the type of event, information indicating the event name indicating the name of the event, occurrence timing, occurrence period, occurrence period condition value, occurrence lottery table ID, and detailed lottery table ID is linked. Furthermore, in this embodiment, information indicating the production content of the event is linked to each event ID. The information indicating the production content of the event includes information indicating a timeline, which is the progression order of the production scene. Furthermore, the information indicating the production content of the event may include various data such as the position of the virtual camera placed in the virtual space, a 3D model placed in the virtual space, UIs (user interfaces) such as various operation units, background images, BGM, etc.
[0323] The occurrence timing indicates the timing at which an event can occur within a turn. For example, if "0" is stored as the occurrence timing, it indicates that the event's occurrence timing within a turn is not restricted. If "1" is stored as the occurrence timing, it indicates that the event can occur at the start of a turn. If "2" is stored as the occurrence timing, it indicates that the event can occur before the start of a race. If "3" is stored as the occurrence timing, it indicates that the event can occur after the end of a race. If "4" is stored as the occurrence timing, it indicates that the event can occur after the execution of the first command described above. If "5" is stored as the occurrence timing, it indicates that the event can occur after the end of a race and after the execution of the first command.
[0324] Note that the above-mentioned timings for generating events are merely examples, and other timings within the training main game may be set as the timings for generating events. For example, a continue function may be provided as a rescue function for when a predetermined finishing position (e.g., first place or within the top three) is not achieved in a race. In this case, the continue function provides an opportunity to retry the race, and the player can retry the race by using a predetermined number of continues. The timing when this continue function is used may be set as the timing for generating an event. Furthermore, for example, the timing for generating an event may be set as the timing when a predetermined specific command is used in a predetermined specific turn.
[0325] The occurrence time and occurrence time condition value indicate the turn in which the event can occur. For example, if "1" is stored as the occurrence time, it indicates that the event can occur on the turn with the value stored in the occurrence time condition value. If "2" is stored as the occurrence time, it indicates that the event can occur on the turn before the turn with the value stored in the occurrence time condition value. If "3" is stored as the occurrence time, it indicates that the event can occur on the turn after the turn with the value stored in the occurrence time condition value.
[0326] The occurrence lottery table ID indicates an identifier for specifying an occurrence lottery table for determining by lottery whether or not the event will occur. Note that for an event that is guaranteed to occur at a predetermined timing in a predetermined turn that has been set in advance, it may be determined that the event will occur without executing a lottery. Alternatively, for an event that is guaranteed to occur at a predetermined timing in a predetermined turn that has been set in advance, it may be determined that the event will always occur by executing a lottery using an occurrence lottery table that determines that the event will always occur.
[0327] Note that various events may be classified into one of a plurality of groups in advance. Furthermore, a priority order may be assigned to each group. Then, the lottery for determining whether or not an event will occur based on the occurrence lottery table may be executed in order from events belonging to a group with a high priority order to events belonging to a group with a low priority order.
[0328] As described above, events include events in which various parameters are updated. Events in which various parameters are updated include events in which the values of the updated parameters are fixed and events in which the values of the updated parameters are determined by lottery. When an event occurs in which the values of the updated parameters are determined by lottery, the server 1000 determines the values of the parameters to be updated by the occurrence of the event by lottery, based on the detailed lottery table identified by the detailed lottery table ID. Below, a "lottery event" with an event ID of "100" will be described as an example of an event in which the values of the updated parameters are determined by lottery.
[0329] When a "lottery event" occurs, the server 1000 determines by lottery the type of item that the character to be trained will acquire through the lottery based on the detailed lottery table. In this case, the server 1000 stores detailed information including the type of item determined by lottery. In other words, the detailed information includes, as detailed content of the event, information for specifying the type of benefit, such as an item, that will be acquired as a result of the event occurring. Then, the values of various parameters are updated according to the type of item determined by lottery and included in the detailed information.
[0330] Fig. 30 is a diagram illustrating an event details table. As shown in Fig. 30, the event details table associates, for each event ID, an item ID that is an identifier for identifying the type of item, an item name that indicates the name of the item, a utility ID that is an identifier for identifying updated values of various parameters, and icon display / non-display information that indicates whether or not to display icon 242b (Fig. 34), which will be described later, when the second skip function is used.
[0331] In this embodiment, the update values of various parameters are set so that the player is relatively more advantageous when a "travel ticket" and a "hamburger steak" are awarded as items in a "lottery event" than when a "mountain of carrots," a "single carrot," and a "tissue" are awarded as items in a "lottery event."
[0332] Note that "0" in the icon display / non-display information indicates that icon 242b (FIG. 34), which will be described later, will not be displayed when the second skip function is used. Also, "1" in the icon display / non-display information indicates that icon 242b (FIG. 34), which will be described later, will be displayed when the second skip function is used. That is, if a "travel ticket" and a "hamburger steak," which are items that are relatively advantageous to the player, are awarded in the "lottery event," icon 242b (FIG. 34), which will be described later, will be displayed when the second skip function is used. Also, if a "mountain of carrots," a "single carrot," and a "tissue," which are items that are relatively disadvantageous to the player, are awarded in the "lottery event," icon 242b (FIG. 34), which will be described later, will not be displayed when the second skip function is used.
[0333] FIG. 31 is a first diagram illustrating the event screen 240. FIG. 32 is a second diagram illustrating the event screen 240. FIG. 33 is a third diagram illustrating the event screen 240. FIG. 34 is a fourth diagram illustrating the event screen 240. When an event occurs, the event screen 240 corresponding to the event that occurred is displayed on the display 26. An event video is played on the event screen 240. The examples shown in FIGS. 31 and 32 illustrate a case where a "lottery event" has occurred in which a "carrot" is awarded as an item. The examples shown in FIGS. 33 and 34 illustrate a case where a "lottery event" has occurred in which a "travel voucher" is awarded as an item.
[0334] In this embodiment, when an event video is played back on the event screen 240, there are cases where the first skip function is used, the second skip function is used, and neither skip function is used.
[0335] First, a case where "0" is stored as the icon display presence / absence information and the skip function is not used will be described. The "lottery event" is made up of scenes 1 to 4. When the skip function is not used, as shown in FIG. 31, in scene 1, the image display switches in response to a tap operation on display 26 by the player, and an intro performance is executed in which an event video in which characters are having a conversation is played at a first speed.
[0336] When scene 1 ends, scene 2 begins. If "0" is stored as the icon display presence / absence information and the skip function is not used, in scene 2, the image display switches in response to a tap operation on display 26 by the player, and an item acquisition effect is executed in which an event video announcing the type of item determined by lottery is played at a first speed. As shown in FIG. 31 , in the item acquisition effect, an icon 242a indicating the type of item to be awarded to the player is displayed on display 26. Here, icon 242a indicating "one carrot" is displayed on display 26.
[0337] When scene 2 ends, scene 3 begins. If "0" is stored as the icon display presence / absence information and the skip function is not used, as shown in Fig. 32, in scene 3, the image display switches in response to a tap operation on display 26 by the player, and an epilogue presentation is executed in which an event video in which characters are having a conversation is played at a first speed.
[0338] When scene 3 ends, scene 4 begins. If "0" is stored as the icon display information and the skip function is not used, scene 4 executes a parameter update effect in which an event video announcing the values of various parameters, which are updated according to the type of item determined by lottery, is played at a first speed.
[0339] Next, a case where "0" is stored as the icon display presence / absence information and the first skip function is used will be described. When the first skip function is used, as shown in Fig. 31, in scene 1, the image display switches without the player's tap operation, and an intro effect is executed in which an event video in which characters are having a conversation is automatically played at the second or third speed.
[0340] In addition, in scene 2, an item acquisition effect is executed in which an event video announcing the type of item determined by lottery is automatically played at the second or third speed without the player tapping on display 26. In scene 3, an epilogue effect is executed in which the image display is switched without the player tapping on display 26, and an event video in which a conversation between characters progresses is played at the second or third speed.
[0341] Furthermore, in scene 4, a parameter update effect is executed in which an event video announcing the values of various parameters, which are updated according to the type of item determined by lottery, is played at the second or third speed.
[0342] Next, a case where "0" is stored as the icon display presence / absence information and the second skip function is used will be described. When the second skip function is used, as shown in Figures 31 and 32, playback of the event video corresponding to scenes 1 to 3 is skipped, and a parameter update effect is executed in which the event video corresponding to scene 4 is played at the third speed.
[0343] Next, a case where "1" is stored as the icon display presence / absence information and the skip function is not used will be described. As shown in Fig. 33, in scene 1, the image display is switched in response to a tap operation on display 26 by the player, and an intro effect is executed in which an event video in which characters are having a conversation is played at a first speed.
[0344] Furthermore, when "1" is stored as the icon display presence / absence information and the skip function is not used, in scene 2, the image display switches in response to a tap operation on display 26 by the player, and an item acquisition effect is executed in which an event video announcing the type of item determined by lottery is played at a first speed. As shown in FIG. 33, in the item acquisition effect, an icon 242a indicating the type of item to be awarded to the player is displayed on display 26. Here, icon 242a indicating a "travel ticket" is displayed on display 26.
[0345] If "1" is stored as the icon display information and the skip function is not used, as shown in FIG. 34, in scene 3, the image display switches in response to the player's tap operation on display 26, and an epilogue performance is executed in which an event video in which the characters are having a conversation is played at a first speed.
[0346] If "1" is stored as the icon display information and the skip function is not used, a parameter update effect is executed in scene 4 in which an event video announcing the values of various parameters, which are updated according to the type of item determined by lottery, is played at a first speed.
[0347] Next, a case where "1" is stored as the icon display presence / absence information and the first skip function is used will be described. When the first skip function is used, as shown in FIGS. 33 and 34, in scene 1, the image display is switched without a tap operation by the player, and an intro effect is executed in which an event video in which a conversation between characters progresses is automatically played at the second or third speed. In scene 2, the image display is switched without a tap operation by the player on display 26, and an item acquisition effect is executed in which an event video in which a type of item determined by lottery is automatically played at the second or third speed. In scene 3, the image display is switched without a tap operation by the player on display 26, and an epilogue effect is executed in which an event video in which a conversation between characters progresses is played at the second or third speed. In scene 4, a parameter update effect is executed in which an event video in which values of various parameters, which are updated according to the type of item determined by lottery, is played at the second or third speed.
[0348] In other words, in this embodiment, when the skip function is not used and when the first skip function is used, regardless of whether "0" or "1" is stored as the icon display / non-display information, the common event video corresponding to scenes 1 to 4 will be played back on display 26 at different playback speeds.
[0349] Next, a case where "1" is stored as the icon display presence / absence information and the second skip function is used will be described. When the second skip function is used, as shown in FIGS. 33 and 34, playback of the event videos corresponding to scenes 1 to 3 is omitted, and a parameter update effect is executed in which the event video corresponding to scene 4 is played at the third speed. At this time, as shown in FIG. 34, in the parameter update effect, an icon 242b indicating the type of item to be granted to the player is displayed on the display 26. Here, the icon 242b indicating a "travel ticket" is displayed on the display 26. Note that the icon 242a and the icon 242b may be the same image, or may be images that are at least partially the same.
[0350] For example, when a player has limited play time or when the player wishes to play the training main game many times, it is desirable to reduce the time required to play one training main game. In this embodiment, by using the skip function, it is possible to reduce the time required to play one training main game compared to when the skip function is not used. When the skip function is used, the display time of various effects and displays in the training main game is shortened or the displays are omitted altogether, which may cause the player to not notice that an event advantageous to the player has occurred.
[0351] In this embodiment, when the player is awarded relatively advantageous items such as a "travel ticket" and a "hamburger steak," icon 242b (FIG. 34) is displayed during playback of scene 4 when the second skip function is used. On the other hand, when the skip function is not used or when the first skip function is used, icon 242a is already displayed during playback of scene 2, and the type of item to be awarded to the player has been notified, so icon 242b is not displayed during playback of scene 4.
[0352] This makes it possible to reduce the risk of the presentation effect being reduced when the second skip function is used, as the player does not realize that an item that is relatively advantageous to the player has been given. Also, if an item that is relatively disadvantageous to the player is given when the second skip function is used, by not displaying icon 242b during playback of scene 4, it is not emphasized that an item that is relatively disadvantageous to the player has been given, making it possible to reduce the risk of the player losing motivation to play.
[0353] Fig. 35A is a first diagram illustrating the race selection screen 280. When the race operation section 215f on the top screen 210 is operated, the race selection screen 280 shown in Fig. 35A 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).
[0354] A race selection operation section 281 for selecting a race event in which the character to be trained will compete is displayed in the center of the race selection screen 280. A start operation section 282 is displayed at the bottom of the race selection screen 280. The races that can be selected using the race selection operation section 281 on the race selection screen 280 are set in advance for each turn.
[0355] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 281, as shown in FIG. 35A, and a notification is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 280.
[0356] FIG. 35B is a diagram illustrating a race start screen 285. When the start operation unit 282 is operated after the race event in which the player will participate has been selected using the race selection operation unit 281, the race start screen 285 shown in FIG. 35B is displayed. A strategy display unit 286 is displayed in the center of the race start screen 285. The strategy display unit 286 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 286 also displays a change operation unit 286a. When the change operation unit 286a is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.
[0357] Furthermore, a result operation section 287 and a race operation section 288 are displayed at the bottom of the race start screen 285. When the race operation section 288 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.
[0358] FIG. 35C is a first diagram illustrating the race result screen 290. FIG. 35D is a second diagram illustrating the race result screen 290. When playback of the race video ends, or when the result operation unit 287 is operated, the race result screen 290 is displayed on the display 26. As shown in FIG. 35C, the race result screen 290 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 35D, the race result screen 290 displays the current class of the character to be trained.
[0359] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 290 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0360] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0361] 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.
[0362] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.
[0363] 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.
[0364] Fig. 36A is a first diagram illustrating the training completion screen 300. Fig. 36B is a second diagram illustrating the training completion screen 300. Fig. 36C is a third diagram illustrating the training completion screen 300. When the training game ends, the training completion screen 300 is displayed on the display 26 as shown in Fig. 36A. The training completion screen 300 first displays the training rank of the trained character, and then, as shown in Fig. 36B, the evaluation points are displayed.
[0365] 36C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 300. At this time, a close operation unit 301 is provided on the training completion screen 300. When the close operation unit 301 is tapped, the training completion screen 300 is hidden, and the home screen 100 is displayed on the display 26.
[0366] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on the training completion screen 300. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0367] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0368] (Functional Configuration of Player Terminal 1) 37 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0369] 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 37 are just examples, and the terminal-side game control program includes many other programs.
[0370] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Therefore, all information related to a training character trained in a training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is referred to as player information. The player information is stored in the player information storage unit 750.
[0371] 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.
[0372] 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.
[0373] 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.
[0374] 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.
[0375] 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.
[0376] (Functional configuration of server 1000) 38 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0377] 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 38 are just examples, and the server-side game control program includes many other programs.
[0378] 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.
[0379] 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.
[0380] 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.
[0381] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.
[0382] The training game execution unit 1101a executes all processing related to the training game.
[0383] 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.
[0384] 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.
[0385] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0386] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 39 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).
[0387] 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).
[0388] 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.
[0389] 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.
[0390] 40 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game execution unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game execution unit 701a displays a scenario selection screen and provisionally registers a scenario ID based on the player's operation input.
[0391] Next, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers the training target character based on the player's operation input.
[0392] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.
[0393] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.
[0394] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.
[0395] 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 .
[0396] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.
[0397] 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.
[0398] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0399] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0400] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.
[0401] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, inherited character, and support card.
[0402] After transmitting the confirmation information, upon receiving permission information from the server 1000, the training game executing unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game executing unit 701a also registers the training character provisionally stored as the inherited character and the provisionally stored support card in the deck. If the scenario selected in P6-1 is an existing scenario, the training game executing unit 701a sets a goal based on the scenario ID and the character ID of the character to be trained. For example, if the scenario selected in P6-1 is a new scenario, the training game executing unit 701a sets a goal based on the scenario ID. This ends the preparation stage completion process, and the training main game begins. A goal in the training main game is set.
[0403] 41 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).
[0404] 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.
[0405] 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).
[0406] 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).
[0407] 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).
[0408] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and the organizational 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.
[0409] The training game executing unit 1101a also registers characters to be trained (S6-14). The training game executing unit 1101a also executes a featured member registration process (S6-15). Here, the training game executing unit 1101a determines the scenario link characters, support characters, and other target characters as featured members, as described above. The training game executing unit 1101a also associates the determined featured members with member IDs. Furthermore, the training game executing unit 1101a sets initial values for various status parameters, such as ability parameters, for each featured member based on the member ID. The training game executing unit 1101a then saves the information determined in S6-14 and S6-15 above as game information received by the player terminal 1 (S6-16). The player terminal 1 stores the received game information, and the training stage process begins.
[0410] On the other hand, if there is an abnormality in any of the character to be trained, the inherited character, or the support card, or if the organizational conditions for using another player's representative character are not met, the training game executing unit 1101a sets denial information (S6-17) and causes it to be received by the player terminal 1. When denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.
[0411] 39, 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.
[0412] 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.
[0413] 42 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) described below. Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.
[0414] After the turn start processing ends, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a updates the skill information, such as skill acquisition information (S7-3). Here, the acquisition information is linked to the acquired skill. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the training game executing unit 1101a causes the player terminal 1 to receive the updated skill information.
[0415] The training game executing unit 1101a then repeats the processes from S7-2 to S7-3 described above until it receives the first command from the player terminal 1 (NO in S7-4). When it receives the first command from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a first command receiving process (S20) described below, and thereafter executes the process for the next turn in the same manner as above.
[0416] 43 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes activation factor determination processing (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.
[0417] Furthermore, the training game executing unit 1101a executes a process for determining whether or not an event occurs, which will be described in detail later (S30).
[0418] If the current turn is not the target turn (NO in S10-4), the training game executing unit 1101a executes a process to determine characters to be placed (S10-5). Here, the training game executing unit 1101a determines by lottery whether or not to place support characters and other featured members, and the training items to be placed, based on the placement presence / absence table (FIG. 28). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the characters with the determined training items and stores them.
[0419] Next, the training game execution unit 1101a executes friendship training setting processing (S10-6). Here, the training game execution unit 1101a extracts support characters placed in any of the training items. Then, it is determined whether each of the extracted support characters meets the setting conditions for a friendship training 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 items in which support characters that meet the setting conditions for a friendship training occurrence possible state are placed.
[0420] Next, the training game execution unit 1101a executes an ability parameter determination process (S10-7). Here, the training game execution unit 1101a selects one of five training items as the processing target. The training game execution unit 1101a acquires the training level of the ability parameter to be processed and determines a fixed increase value. The training game execution unit 1101a also acquires placement information of the placed characters and determines an additional value. Although a detailed explanation will be omitted, the ability parameter determination process also determines the amount of stamina consumed or restored when each training item is executed.
[0421] Furthermore, the training game executing unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be trained (S10-8).
[0422] Then, the training game executing unit 1101a stores the information determined in each of the above processes as game information that can be received by the player terminal 1 (S10-9).
[0423] FIG. 44 is a flowchart illustrating the process (S30) for determining whether or not an event will occur in the server 1000. In this embodiment, the process (S30) for determining whether or not an event will occur is executed not only in the turn start process but also in the first command reception process described below. However, the timing for executing the process (S30) for determining whether or not an event will occur may be any predetermined timing that has been set in advance, and may be executed, for example, before the start of a race, after the start of a race, when the end condition for the training main game is met, or the like. In this embodiment, the occurrence of the "lottery event" may be determined when the process (S30) for determining whether or not an event will occur is executed after the first command is executed.
[0424] The training game executing unit 1101a determines whether an event can be generated (S30-1). For example, the training game executing unit 1101a may determine that an event can be generated when the condition for ending the training main game is not met, and may determine that an event cannot be generated when the condition for ending the training main game is met.
[0425] If an event can be generated (YES in S30-1), the training game executing unit 1101a executes an event generation lottery process (S30-2) to determine whether or not an event will occur for each type of event that can be generated by lottery, with reference to the event generation condition table shown in Fig. 29. For example, the training game executing unit 1101a executes a lottery to determine an event that will occur, starting from an event belonging to a group with a high priority to an event belonging to a group with a low priority.
[0426] The training game executing unit 1101a determines an event ID for the event determined to occur in step S30-2 (P30-3), and stores event information including the event ID so that it can be received by the player terminal 1 (S30-4). The event information also includes presentation progress information. In this embodiment, presentation progress information for displaying the event screen 240 shown in FIGS. 31 to 34 is associated with and managed for each event ID. Specifically, the presentation progress information includes information indicating a timeline, which is the progression order of presentation scenes (e.g., scenes 1 to 4). The presentation progress information may also include information indicating various data such as the position of a virtual camera placed in the virtual space, a 3D model placed in the virtual space, UIs (user interfaces) such as various operation units, background images, and BGM.
[0427] The training game executing unit 1101a waits until it receives, from the player terminal 1, event start information indicating the start of playback of an event video corresponding to the event that has occurred (NO in S30-5). When the event start information is received (YES in S30-5), the training game executing unit 1101a executes a detailed lottery process to determine by lottery the detailed content of the event that has occurred, based on a detailed lottery table identified by a detailed lottery table ID linked to the event ID of the event that has occurred (S30-6). The training game executing unit 1101a stores detailed information including the detailed content of the event determined in S30-6 so that it can be received by the player terminal 1 (S30-7). The detailed information includes, as the detailed content of the event, information for identifying the type of benefit, such as an item that will be acquired as a result of the event occurring. For example, when a "lottery event" has occurred, the training game executing unit 1101a stores detailed information including an item ID, a utility ID, and icon display status information corresponding to the item determined by lottery.
[0428] FIG. 45 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 the game information saved in S10-9 from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a skip function setting process (P7-2). Specifically, the training game executing unit 701a accepts an operation by the player to the skip operation unit 216 and an operation to the speed-up operation unit 236. Based on the operation by the player to the skip operation unit 216 and an operation by the speed-up operation unit 236, the training game executing unit 701a sets whether to use the first skip function, the second skip function, or not to use the skip function. Note that if the operation by the player to the skip operation unit 216 or the speed-up operation unit 236 is not detected, the training game executing unit 701a maintains the setting for the skip function.
[0429] In this embodiment, the skip function setting process (P7-2) is executed in the training stage process (P7), but the timing of executing the skip function setting process (P7-2) may be a predetermined timing that has been set in advance. For example, the skip function setting process (P7-2) may be executable even while an event video is being played. Furthermore, the skip function setting process (P7-2) may be executable before the start and after the end of the training main game, that is, during the period when the training main game is not being executed.
[0430] The training game executing unit 701a also determines whether or not event information has been received from the server 1000 (P7-3). As a result, if event information has been received (YES in P7-3), the training game executing unit 701a executes an event management process (P10) described below. Note that in this embodiment, the event management process (P10) is also executed when event information is received from the server 1000 in the command operation process (P20) and the execution result information receiving process (P40) described below. That is, the event management process (P10) is executed at each timing at which an event determined to occur in the server 1000 is to be executed, such as at the start of a turn, before the start of a race, after the start of a race, after the execution of a first command, when a condition for ending the training main game is met, etc.
[0431] The training game executing unit 701a also executes a command setting process (P7-4), in which a command that can be selected by the player is set based on the current number of turns.
[0432] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-5). Here, the training game executing unit 701a displays the top screen 210, training screen 220, etc. based on the received game information.
[0433] Next, the training game executing unit 701a executes a command operation process (P20) which will be described later.
[0434] Furthermore, when the player terminal 1 receives the execution result information from the server 1000 (YES in P7-6), the training game executing unit 701a executes an execution result information receiving process (P40) which will be described later.
[0435] 46 is a flowchart illustrating the event management process in the player terminal 1. The training game executing unit 701a transmits event start information to the server 1000 (P10-1). The training game executing unit 701a acquires detailed information from the server 1000 (P10-2). The training game executing unit 701a generates event videos corresponding to scenes 1 to 4 based on the event information and detailed information received from the server 1000 (P10-3).
[0436] The training game executing unit 701a determines whether the second skip function is set to be used by the skip function setting process of step P7-2 (P10-4). As a result, if the second skip function is being used (YES in P10-4), the training game executing unit 701a plays the event video based on the progression order indicated by the timeline included in the detailed information acquired in step P10-2 (P10-5). Here, the training game executing unit 701a plays the event video corresponding to scene 4, which is the last scene in the progression order indicated by the timeline included in the detailed information, at the third speed. In other words, the playback of the event videos corresponding to scenes 1 to 3 is omitted. At this time, the training game executing unit 701a progresses the event in an automatic progression state in which the image display is switched on the display 26 without the player's tap operation. Note that, depending on the type of event, the player may be prompted to select an option, and the scene may branch depending on the selected option. In this case, the training game execution unit 701a starts playing the event video from a scene in which the options are presented, and then plays the event video of a scene in which the final result according to the selected option is displayed.
[0437] The training game executing unit 701a also determines whether the icon display information included in the detailed information is "1" (P10-6). As a result, if the icon display information is "1" (YES in P10-6), the training game executing unit 701a displays the icon 242b in the event video corresponding to scene 4 (P10-7). If the icon display information is "0" (NO in P10-6), the processing of P10-7 is not executed, and therefore the icon 242b is not displayed in the event video corresponding to scene 4. Note that if the icon display information is "0" (NO in P10-6), processing may be executed to determine not to display the icon 242b in the event video corresponding to scene 4.
[0438] The processing of step P10-6 may be executed before step P10-5. Specifically, for example, when the second skip function is used (YES in P10-4), the training game executing unit 701a may determine whether the icon display presence / absence information included in the detailed information is "1" (P10-6). In this case, when the icon display presence / absence information is "1" (YES in P10-6), the training game executing unit 701a may play the event video corresponding to scene 4 including the display of icon 242b (P10-5, P10-7).
[0439] Furthermore, if the second skip function is not being used (NO in P10-4), the training game executing unit 701a plays back the event videos based on the progression order indicated by the timeline included in the detailed information acquired in step 10-2 (P10-8). Here, the training game executing unit 701a sequentially plays back the event videos corresponding to scenes 1 to 4 based on the progression order indicated by the timeline included in the detailed information. At this time, if the skip function is not being used, the training game executing unit 701a plays back the event videos corresponding to scenes 1 to 4 at a first speed in response to the player's tap operation in the manual progression state. Furthermore, in the item acquisition effect for scene 2, the training game executing unit 701a displays an icon 242a indicating the type of item to be awarded to the player on the display 26. Furthermore, if the first skip function is being used, the training game executing unit 701a switches the image display without the player's tap operation in the automatic progression state, and plays back the event videos corresponding to scenes 1 to 4 at a second speed or a third speed.
[0440] FIG. 47 is a flowchart illustrating command operation processing in the player terminal 1. When a skill-related operation related to the acquisition of a skill is input (YES in P20-1), the training game executing unit 701a executes skill-related processing related to the skill (P20-2). Here, for example, when the skill operation unit 215c is operated, the training game executing unit 701a displays a skill screen on which the player can select a skill to acquire. Furthermore, when the player inputs an operation to acquire a skill on the skill screen, a skill acquisition command is transmitted to the server 1000. At this time, the training game executing unit 701a associates information on the acquired skill with the character to be trained.
[0441] When a training-related command related to training is operated (YES in P20-3), the training game executing unit 701a executes training-related command operation processing (P30). Furthermore, when a first command is not operated on the training screen 220 (NO in P20-4), the training game executing unit 701a repeats the processing from P20-1 to P30 until an operation to execute the first command is input. Then, when the first command is operated (YES in P20-4), the training game executing unit 701a generates a first command corresponding to the operated operation unit and transmits the first command to the server 1000 (P20-5).
[0442] The training game executing unit 701a also determines (P20-7) whether or not event information has been received from the server 1000. As a result, if event information has been received (YES in P20-7), the training game executing unit 701a executes event management processing (P10).
[0443] 48 is a flowchart illustrating training-related command operation processing in the player terminal 1. When the training operation unit 215b is operated on the top screen 210 (YES in P30-1), the training game executing unit 701a displays the training screen 220 (P30-2).
[0444] 49 is a flowchart illustrating the first command reception process in the server 1000. When the first command indicating an operation input from the outing operation unit 215e is received (YES in S20-1), the training game execution unit 1101a performs outing execution process (S20-2). Here, an outing event that increases the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.
[0445] When the first command indicating an operation input from the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.
[0446] When the first command indicating the operation input of the health room operation unit 215d is received (YES in S20-5), the training game execution unit 1101a performs the health room execution process (S20-6). Here, an event or the like that will eliminate the negative parameters is determined. Furthermore, the parameters are updated based on the determined event.
[0447] When the first command indicating an operation input to start a race is received (YES in S20-7), the training game executing unit 1101a performs a race execution process (S21).
[0448] When the first command indicating the execution of training is received (NO in S20-7), the training game executing unit 1101a performs a success determination process (S20-8). Here, the success or failure of the training is determined based on the failure rate calculated in S10-8. Then, the training game executing unit 1101a updates various parameters of the character to be trained based on the determination result of S20-8 (S20-9). Here, ability parameters and the like are updated as determined in S10-7 at the start of the turn. Also, here, the stamina of the character to be trained is updated as the training is performed.
[0449] Next, the training game executing unit 1101a updates various parameters of the placed characters (S20-10). Here, the training game executing unit 1101a updates the bond parameters of the placed characters and the like.
[0450] When the processing of S20-2, S20-4, S20-6, S21, or S20-8 to S20-10 is executed, the training game executing unit 1101a sets execution result information indicating the results of each of the above processing, and causes the player terminal 1 to receive it (S20-11). In addition, the training game executing unit 1101a executes processing to determine whether or not an event will occur (S30). Note that the processing to determine whether or not an event will occur (S30) may be executed between the above steps S20-8 and S20-10, that is, when the first command indicating the execution of training is received.
[0451] 50 is a flowchart illustrating the race execution process in the server 1000. The training game execution unit 1101a acquires parameters of all characters participating in the race, including characters to be trained and NPCs (S21-1). Here, the training game execution unit 1101a acquires parameters used to derive the race results, such as ability parameters, aptitude parameters, and acquired skills, for all participating characters.
[0452] Next, the training game executing unit 1101a executes a race simulation based on the various parameters acquired in S21-1 (S21-2). Each race is divided into multiple phases from the start to the finish. In the race simulation, various parameters of the participating characters are input into an arithmetic formula provided for each phase, and calculations are performed.
[0453] Although the specific calculation formula is not particularly limited, the value of the ability parameter is input into the calculation formula for each phase and directly affects the calculated speed, stamina, etc. Also, for example, the aptitude parameter may be used as a correction coefficient input into the calculation formula. Specifically, as described above, the aptitude parameter has seven levels, A to G, as its initial value. Also, for example, the aptitude parameter may increase to "S," which is more advantageous than "A," during the training game. In this case, the aptitude parameter used in the race simulation will have eight levels, S to G.
[0454] In the race simulation, the aptitude parameters of the character to be trained that correspond to the race are used. For example, if the race track is "turf," the aptitude parameters for "turf" are used from the aptitude parameters for track suitability, and if the race track is "dirt," the aptitude parameters for "dirt" are used from the aptitude parameters for track suitability.
[0455] If the race distance is "short distance," the aptitude parameters for "short distance" are used. Similarly, if the race distance is "mile," "medium distance," or "long distance," the aptitude parameters for "mile," "medium distance," or "long distance" are used, respectively.
[0456] Then, suppose that in a given phase, the calculation formula for calculating speed includes a formula for multiplying a correction coefficient. In this case, if the turf suitability is "S", a correction coefficient of 105% is applied, and if the course suitability is "A", a correction coefficient of 100% is applied. Furthermore, if the course suitability is "G", a correction coefficient of 10% is applied. According to this calculation formula, the aptitude parameters are used as parameters for calculating speed.
[0457] Furthermore, for example, the aptitude parameters may be used to correct the ability parameters. For example, before the calculation for each phase is performed, the ability parameters are corrected by the aptitude parameters. In this case, for example, if the aptitude parameter is "S", the predetermined ability parameter is multiplied by 1.10, and if the aptitude parameter is "G", the predetermined ability parameter is multiplied by 0.7. Then, the ability parameters corrected by the aptitude parameters are input into the calculation formula, and a simulation is performed. In this way, the aptitude parameters may be used as parameters for correcting the ability parameters.
[0458] As described above, characters to be trained are assigned turf aptitude, dirt aptitude, and distance aptitude. Distance aptitude is set for each distance: short distance, mile, middle distance, and long distance. In the simulation, the results of the race are derived based on the ability parameters and, of the multiple aptitude parameters linked to the character to be trained, the aptitude parameter that is set as the parameter to be used in deriving the result of the race.
[0459] The training game executing unit 1101a stores the results of the race simulated in S21-2 (S21-3). If the executed race is a target race (YES in S21-4), the training game executing unit 1101a determines whether the target has been achieved (S21-5). Here, the target may be, for example, that the character to be trained achieves a predetermined ranking or higher.
[0460] If the goal is achieved (YES in S21-5), the training game executing unit 1101a executes a goal achievement process (S21-6). Here, for example, if a predetermined goal is achieved, the training game executing unit 1101a generates a predetermined event at the end of the turn. Also, for example, if a predetermined goal achievement reward is awarded upon achieving the goal, the goal achievement reward is awarded. Furthermore, the training game executing unit 1101a executes a reward awarding process to award a reward to the player (S21-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the character to be trained, the race development, etc., and the determined reward is awarded.
[0461] On the other hand, if the goal has not been achieved (NO in S21-5), the training game executing unit 1101a executes an end process to end the training main game (S21-8).
[0462] 51 is a flowchart illustrating the execution result information reception process in the player terminal 1. The training game execution unit 701a determines an execution pattern for the effect based on the execution result of the first command from the received execution result information (P40-1). Then, the training game execution unit 701a executes the effect using the execution pattern determined in P40-1 (P40-2). In addition, the training game execution unit 701a updates parameters based on the received execution result information (P40-3).
[0463] The training game executing unit 701a also determines (P40-4) whether or not event information has been received from the server 1000. As a result, if event information has been received (YES in P40-4), the training game executing unit 701a executes event management processing (P10).
[0464] Returning to FIG. 39, when the above-mentioned training stage process (S7) is completed in the server 1000, the training game termination processing unit 1102a executes training game termination process (S8).
[0465] 52 is a flowchart illustrating the training game ending process in the server 1000. The training game ending processing unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0466] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are awarded not to the training character but to the character that is the basis for the training character.
[0467] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0468] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player (S8-7). The training game end processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-8). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-9).
[0469] Returning to Fig. 39, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 300 (see Figs. 36A, 36B, and 36C) on the display 26 based on the training result information.
[0470] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.
[0471] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0472] The content of the training game described in the above embodiment is merely an example. In any case, the information processing program may cause a computer to perform the following processes.
[0473] (Computer-implemented processing) A process (P7-2, in the above embodiment, as an example) of accepting a player's operation to select at least one of a plurality of modes including a first mode (in the above embodiment, as an example, when the first skip function is used and when the skip function is not used) and a second mode (in the above embodiment, as an example, when the second skip function is used). A process for setting the mode selected by the player (P7-2 in the above embodiment, as an example). A process (S30-1 to S30-7 in the above embodiment) for identifying specific event information (for example, event information and detailed information in the above embodiment) based on whether the conditions for occurrence of a specific event (for example, a "lottery event" in the above embodiment) in which a first benefit (for example, a "mountain of carrots," "one carrot," and "tissues") and a second benefit that is more advantageous than the first benefit (for example, a "travel voucher" and "hamburger steak") are met. When the first mode is set, a process (P10-8, as an example, in the above embodiment) of proceeding with a specific event presentation including displaying a first image (icon 242a, as an example, in the above embodiment) corresponding to the first benefit in accordance with the player's operation input based on first specific event information indicating that the first benefit will be granted. When the second mode is set, a process of proceeding with a specific event presentation based on the first specific event information (P10-5 to P10-7 in the above embodiment, as an example). When the first mode is set, a process (P10-8, as an example, in the above embodiment) of proceeding with a specific event presentation including displaying a second image (icon 242a, as an example, in the above embodiment) corresponding to the second benefit in accordance with the player's operation input based on second specific event information indicating that the second benefit will be granted. When the second mode is set, a process (P10-5 to P10-7, for example) of proceeding with a specific event presentation including displaying a second image or a specific image (in the above embodiment, as an example, icon 242b) that is different from the second image and corresponds to a second benefit based on second specific event information.
[0474] The information processing program may cause the computer to perform a process (in the above embodiment, as an example, S30-6 to S30-7) of determining by lottery which benefit, including the first benefit and the second benefit, will be granted in response to the occurrence of a specific event.
[0475] The second mode may have a faster progression speed of the specific event effect than the first mode. Note that, in the above embodiment, as an example, when the second skip function is used, at least some scenes are omitted and the playback speed of the event video becomes the third speed, so that the progression speed of the event effect becomes faster than when the first skip function is used or when the skip function is not used.
[0476] A specific event presentation (in the above embodiment, as an example, a "lottery event") may be composed of multiple presentation scenes (in the above embodiment, as an example, scenes 1 to 4) including a specific scene (in the above embodiment, as an example, scene 4). The staged scene may progress by switching the image display. The specific event information may include performance progress information. The presentation progression information may include information indicating the content of the presentation scene and information indicating the progression order of the presentation scene. When the first mode is set, the presentation scene may progress based on the presentation progress information and in response to the player's operation input. When the second mode is set, a specific scene may be progressed based on the presentation progress information.
[0477] The multiple rendered scenes may include a predetermined scene (in the above embodiment, scene 2 as an example). When the first mode is set, the process of progressing a specific event presentation including the display of a first image based on the first specific event information may proceed through a predetermined scene including the display of the first image (in the above embodiment, as an example, scene 2) based on the presentation progression information, and then proceed through a specific scene including the display of the execution result of the specific event (in the above embodiment, as an example, P10-8). When the second mode is set, the process of progressing the specific event presentation based on the first specific event information may progress a specific scene (in the above embodiment, as an example, scene 4) including the display of the execution results of the specific event based on the presentation progress information (in the above embodiment, as an example, P10-5 to P10-7). When the first mode is set, the process of progressing a specific event presentation including the display of a second image based on the second specific event information may proceed through a predetermined scene including the display of the second image (in the above embodiment, as an example, scene 2) based on the presentation progression information, and then proceed through a specific scene including the display of the execution result of the specific event (in the above embodiment, as an example, P10-8). When the second mode is set, the process of progressing a specific event presentation including the display of a second image or a specific image based on the second specific event information may proceed without progressing a predetermined scene (in the above embodiment, as an example, scene 2) based on the presentation progression information, but may proceed with a specific scene (in the above embodiment, as an example, scene 4) including the display of the second image or a specific image (in the above embodiment, as an example, icon 242b) and the display of the execution result of the specific event (in the above embodiment, as an example, P10-5 to P10-7).
[0478] The information processing system S and the game device G of the present embodiment can be applied to any game genre. In other words, the content of the game to which the information processing system S and the game device G of the present embodiment are applied is not particularly limited. For example, games provided by the information processing system S and the game device G include, in addition to training games, role-playing games (RPGs), shooting games, action games, sports games, simulation games, puzzle games, and the like. However, the information processing system S and the game device G can be widely applied to games other than the above. For example, the information processing system S and the game device G may be applied to a gacha presentation that notifies the results of a lottery, known as gacha. In this case, when the skip function is used in the gacha presentation, if it is determined by lottery that a specific character will be assigned to the player's player ID, an identification display such as an icon indicating that the specific character will be assigned may be displayed in the gacha presentation during the skip.
[0479] Note that some of the functions of the training game described in the above embodiment may not be provided. Also, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and, for example, all of the programs for executing the above game may be stored in the player terminal 1 or the game device G.
[0480] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0481] 1. Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be given; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; An information processing program that causes a computer to carry out the following.
2. The information processing program a process of determining by lottery one of the benefits including the first benefit and the second benefit as the benefit to be granted in response to the occurrence of the specific event; The information processing program according to claim 1 , which causes the computer to execute the following:
3. The second mode has a faster progression speed of the specific event effect than the first mode. The information processing program according to claim 1 .
4. The specific event effect is composed of a plurality of effect scenes including a specific scene, The staged scene progresses by switching the image display, The specific event information includes performance progress information, the presentation progression information includes information indicating the content of the presentation scene and information indicating the progression order of the presentation scene, When the first mode is set, the presentation scene progresses in accordance with the operation input of the player based on the presentation progression information, When the second mode is set, the specific scene is progressed based on the performance progress information. The information processing program according to any one of claims 1 to 3.
5. The plurality of production scenes include a predetermined scene, When the first mode is set, the process of proceeding with the specific event presentation including displaying the first image based on the first specific event information includes: progressing the predetermined scene including the display of the first image based on the performance progression information, and then progressing the specific scene including the display of the execution result of the specific event; When the second mode is set, the process of proceeding with the specific event presentation based on the first specific event information includes: progressing the specific scene including displaying the execution result of the specific event based on the performance progression information; When the first mode is set, the process of proceeding with the specific event presentation including displaying the second image based on the second specific event information includes: progressing the predetermined scene including the display of the second image based on the performance progression information, and then progressing the specific scene including the display of the execution result of the specific event; When the second mode is set, the process of proceeding with the specific event presentation including displaying the second image or the specific image based on the second specific event information includes: Based on the presentation progression information, the specific scene is progressed without progressing through the predetermined scene, and includes displaying the second image or the specific image and displaying the execution result of the specific event. The information processing program according to claim 4.
6. 1. An information processing method performed by one or more computers, comprising: The computer a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be given; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; An information processing method for carrying out the above.
7. An information processing system comprising one or more computers, The computer a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be given; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; An information processing system that carries out the above.
8. one or more computers; The computer a process of receiving an operation by a player to select at least one of a plurality of modes including a first mode and a second mode; setting the mode selected by the player; a process of identifying specific event information based on whether a specific event condition for granting a first benefit or a second benefit more advantageous than the first benefit is satisfied; when the first mode is set, a process of proceeding with a specific event presentation including displaying a first image corresponding to the first benefit in response to a player's operation input based on first specific event information indicating that the first benefit will be given; a process of performing the specific event presentation based on the first specific event information when the second mode is set; when the first mode is set, a process of proceeding with the specific event presentation including displaying a second image corresponding to the second benefit in response to a player's operation input based on second specific event information indicating that the second benefit will be given; When the second mode is set, a process of proceeding with the specific event presentation including displaying the second image or a specific image different from the second image and corresponding to the second benefit based on the second specific event information; A game device that performs the above.
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