Non-transitory computer-readable storage medium, information processing method, information processing system

The information processing system enhances game content setting operability by using selection areas, display units, and history information to streamline player interaction, improving the gaming experience.

JP2026034888AActive Publication Date: 2026-03-04CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

Existing games lack improvements in operability for setting game content, which is crucial for player interaction.

Method used

An information processing system that includes a setting screen with selection areas and display units, allowing players to select and link game content through specific operations, display identification images, and store history information to enhance operability.

Benefits of technology

Improves player operability by simplifying the process of selecting and linking game content, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026034888000001_ABST
    Figure 2026034888000001_ABST
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Abstract

To improve the operability of a player.SOLUTION: The information processing program causes a computer to execute the following processing: A process of associating a selected game medium with one selection area based on an operation input for selecting one game medium of the second display unit 230, and a process of displaying an identification image capable of identifying the game medium associated with the selection area in the first display unit 220; A process of ending the display of the identification image capable of identifying the game content associated with the selected selection region based on the selection of the selection region associated with the game content; A process of displaying the specific image 240 in the selected area in which the display of the identification image is ended; A process of storing history information indicating the game content associated with the selection area in which the specific image is displayed in association with the selection area; When a selection area in which a specific image is displayed is selected by an operation input of a player, a game medium is associated with the selected selection area based on the history information.SELECTED DRAWING: Figure 20
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]

[0002] Conventionally, there are known games in which game content is set based on operation input by a player, as shown in, for example, Patent Document 1. In such games, the setting of game content can be an important element in the progress of the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7432027 Summary of the Invention [Problem to be solved by the invention]

[0004] The operation of setting game content is an important operation for the player, and therefore improvements in operability are desired.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can improve operability for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image that can identify the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after the display of the identification image has been completed on the first display unit; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; The computer performs the following.

[0007] The process of linking the game content to one of the selection areas includes: The method may determine whether or not the game content is linked to multiple selection areas in a predetermined order, and link the game content to one selection area that is determined to not be linked to the game content.

[0008] The information processing program a process of hiding the specific image when the specific image is displayed in one of the selection areas determined to be not linked to the game content; The computer executes the following: The process of displaying the identification image includes: The identification image may be displayed to identify the game medium associated with the selected area in which the specific image is hidden.

[0009] The history information can be linked to each of the plurality of selection areas, The specific image may be displayable in each of the plurality of selection areas.

[0010] The information processing program When the history information indicating the game medium selected on the second display unit is stored, a process of hiding the specific image displayed in the selection area linked to the history information; may be performed by a computer.

[0011] a plurality of the selection areas are arranged in a first direction on the first display unit; The information processing program a process of swapping, based on a player's operation input including the second operation and a first direction specifying operation that specifies the first direction, the game content linked to the selection area selected by the second operation with the game content linked to the selection area that is positioned further in the first direction than the selection area selected by the second operation; may be performed by a computer.

[0012] the second display unit is provided in a second direction as viewed from the first display unit, Based on the player's operation input including the second operation and a second direction designation operation that designates the second direction, the display of the identification image that can identify the game medium linked to the selection area selected by the second operation may be terminated, and the specific image may be displayed.

[0013] The process of linking the game content to one of the selection areas includes: Based on the player's operation input including both the first operation and the second operation, the game content selected by the first operation may be linked to the selection area selected by the second operation.

[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image that can identify the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after the display of the identification image has been completed on the first display unit; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; Carry out the following.

[0015] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image that can identify the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after the display of the identification image has been completed on the first display unit; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; Carry out the following.

[0016] In order to solve the above problem, the game device one or more computers; The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image that can identify the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selection area after the display of the identification image has been completed on the first display unit; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; Carry out the following. [Effects of the Invention]

[0017] According to the present invention, it is possible to improve the operability for the player. [Brief explanation of the drawings]

[0018] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an option setting screen, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6] Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7]Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] 11A is a first diagram illustrating the support card organization screen, and FIG. 11B is a second diagram illustrating the support card organization screen. [Figure 12] FIG. 12 is a diagram illustrating the support card selection screen. [Figure 13] FIG. 13 is a diagram illustrating the card deck information storage unit. [Figure 14] FIG. 14 is a first diagram illustrating an example of the collective setting screen. [Figure 15] FIG. 15 is a second diagram illustrating an example of the collective setting screen. [Figure 16] FIG. 16 is a diagram illustrating an example of the support card ID storage unit and the history information storage unit. [Figure 17] Fig. 17A is a diagram illustrating an example of a setting operation, Fig. 17B is a diagram illustrating an example of the operation content of the setting operation, and Fig. 17C is a diagram illustrating an example of the update content of the support card ID storage unit when the setting operation is input. [Figure 18] Fig. 18A is a diagram illustrating an example of a release operation and a replacement operation. Fig. 18B is a diagram illustrating an example of the operation content of the release operation and the replacement operation. Fig. 18C is a diagram illustrating an example of the update content of the support card ID storage unit when the release operation and the replacement operation are input. [Figure 19]Fig. 19A is a first diagram illustrating an example of screen transitions on a batch setting screen, and Fig. 19B is a first diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 20] Fig. 20A is a second diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 20B is a second diagram illustrating an example of transitions of stored information in the support card ID storage unit and the history information storage unit. [Figure 21] Fig. 21A is a third diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 21B is a third diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 22] Fig. 22A is a fourth diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 22B is a fourth diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 23] Fig. 23A is a fifth diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 23B is a fifth diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 24] Fig. 24A is a sixth diagram illustrating an example of a screen transition of the collective setting screen, and Fig. 24B is a sixth diagram illustrating an example of a transition of information stored in a support card ID storage unit and a history information storage unit. [Figure 25] Fig. 25A is a seventh diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 25B is a seventh diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 26] Fig. 26A is an eighth diagram illustrating an example of screen transitions on the collective setting screen, and Fig. 26B is an eighth diagram illustrating an example of transitions of stored information in a support card ID storage unit and a history information storage unit. [Figure 27] FIG. 27 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 28]FIG. 28 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 29] FIG. 29 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 30] FIG. 30 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 31] FIG. 31 is a first flowchart illustrating the support card setting process in the player terminal. [Figure 32] FIG. 32 is a second flowchart illustrating the support card setting process in the player terminal. [Figure 33] FIG. 33 is a flowchart illustrating the batch setting screen display process in the player terminal. [Figure 34] FIG. 34 is a flowchart illustrating the setting operation input process at the player terminal. [Figure 35] FIG. 35 is a flowchart illustrating the cancellation operation input process at the player terminal. [Figure 36] FIG. 36 is a flowchart illustrating the replacement operation input process at the player terminal. DETAILED DESCRIPTION OF THE INVENTION

[0019] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0020] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0023] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0025] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0026] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0027] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0028] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0029] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0030] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0031] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0032] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0033] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0034] (Game 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.

[0035] The game according to the present 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 the present embodiment has a gameplay feature in which a character linked to a character card is developed by participating in races that mimic horse racing.

[0036] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

[0037] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0038] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0039] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.

[0040] Each Support Card possessed by a player is associated with two parameters: the limit break stage and the level. The player can increase the level of the Support Card by consuming a specific item. However, each Support Card has a set upper limit for the level that can be increased for each limit break stage. For example, if the limit break stage is 0, the upper limit for the level is "30," and if the limit break stage is 1, the upper limit for the level is "35." In this way, each time the limit break stage is increased by one, the upper limit for the level increases by "5."

[0041] Here, all Support Cards have five levels of limit break, from level 0 to level 4. If a player possesses multiple copies of the same Support Card, they can increase the limit break level of that Support Card by consuming the surplus Support Cards. Specifically, the initial limit break level of a Support Card is level 0. Suppose a player possesses five specific Support Cards with a limit break level of level 0. In this case, the player can increase the limit break level of that Support Card by four levels by consuming the four surplus Support Cards for one base Support Card. In this way, the player can increase the limit break level of a Support Card by a maximum of four levels. As a result, the upper limit value of the Support Card's level can be increased by a maximum of "20."

[0042] As will be described in detail later, each support card has a preset rarity, and the upper limit of the level at each upper limit release stage differs depending on the rarity of the support card.

[0043] 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.

[0044] 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 the training characters trained in the training games can race. The player can select a racing game in which the training characters will race on the racing game selection screen. 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.

[0045] 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.

[0046] 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).

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0052] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110c. When the close operation unit 110c is tapped, the option setting screen 110 is closed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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 profile information for each player.

[0059] 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.

[0060] 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.

[0061] (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).

[0062] 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.

[0063] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and specific character registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.

[0064] <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.

[0065] <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.

[0066] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.

[0067] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.

[0068] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character being trained will be in the race.

[0069] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0070] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.

[0071] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.

[0072] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values ​​for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values ​​for all five ability parameters will be "1400."

[0073] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values ​​for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values ​​for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".

[0074] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.

[0075] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.

[0076] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values ​​of the five ability parameters each increase by "20."

[0077] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.

[0078] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.

[0079] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.

[0080] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the development target character selection screen 150.

[0081] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.

[0082] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0083] Here, in the ability parameter display section 152a, initial upper limit values ​​that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values ​​for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values ​​for speed, power, and tenacity are identifiable relative to the initial upper limit values ​​for stamina and intelligence. Here, as an identifiable display, initial upper limit values ​​that exceed the common base value are flashed or displayed in a different color.

[0084] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. Then, based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table, the initial values ​​of ability parameters are displayed in the ability parameter display section 152a.

[0085] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.

[0086] The initial value of each character's ability parameters increases by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of that character's ability parameters also increases.

[0087] 7A shows the initial values ​​when the character is at a predetermined level. Note that the player can increase the ability parameter values ​​in the training main game. In other words, the objective of the training main game is to train a character with higher ability parameter values.

[0088] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values ​​of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.

[0089] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that, for the initial values ​​of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values ​​of aptitude parameters are displayed in the aptitude parameter display unit 152b.

[0090] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0091] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.

[0092] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also change in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0093] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.

[0094] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. In other words, skills are part of a character's abilities, and the more skills a character has, the higher the ability. The activation of skills gives each character an advantage in the race.

[0095] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.

[0096] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0097] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.

[0098] Specifically, on the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0099] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.

[0100] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0101] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26.

[0102] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.

[0103] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.

[0104] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.

[0105] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the awakening level, and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0106] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.

[0107] In this way, each character has four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, Awakening Skills function as acquireable skills.

[0108] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.

[0109] Although a detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.

[0110] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.

[0111] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C, and a dedicated event display field 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.

[0112] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0113] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.

[0114] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.

[0115] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the training target character selection screen 150 on the training information display screen.

[0116] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.

[0117] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.

[0118] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.

[0119] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.

[0120] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.

[0121] Some races stipulate a number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the number of fans stipulated as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that stipulates a number of fans as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the number of fans stipulated for the target race by the turn in which the target race is held.

[0122] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (for example, a GI race) within a predetermined range of turns. In this way, multiple clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.

[0123] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.

[0124] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.

[0125] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.

[0126] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.

[0127] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.

[0128] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.

[0129] <Registering a successor character> Fig. 9A is a first diagram illustrating inheritance character selection screen 170. Fig. 9B is a first diagram illustrating training character list screen 180. Fig. 9C is a second diagram illustrating inheritance character selection screen 170. Fig. 9D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen for the player to register an inheritance character.

[0130] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.

[0131] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.

[0132] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a training character list screen 180 shown in FIG. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.

[0133] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.

[0134] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.

[0135] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 9D.

[0136] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.

[0137] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values ​​of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.

[0138] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.

[0139] In this case, the characters that have a utility effect on the current character to be trained are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.

[0140] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.

[0141] 9D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.

[0142] <Support card registration> FIG. 11A is a first diagram illustrating the support card organization screen 190. FIG. 11B is a second diagram illustrating the support card organization screen 190. After two inheritance characters are registered on the inheritance character selection screen 170, when the next operation unit 154 is tapped, the support card organization screen 190 shown in FIG. 11A 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 multiple (here, five) support card display frames 192 and one rental card display frame 193.

[0143] In this embodiment, a player can set six types of support cards in a deck. Of the six types of support cards that a player can set, some (here, five types) can be selected from support cards that the player owns. Furthermore, of the six types of support cards that a player can set, the other part (here, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0144] FIG. 12 is a diagram illustrating a support card selection screen 200. Suppose that a support card display frame 192 is tapped on the support card organization screen 190 of FIG. 11A. In this case, the support card display frame 192 for which the operation input has been made is placed in a provisionally selected state, and the support card selection screen 200 shown in FIG. 12 is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to support cards possessed by the player. The player can select a support card by tapping a card icon 201 displayed on the support card selection screen 200.

[0145] Although not shown in the drawings, when the rental card display frame 193 is tapped on the support card organization screen 190, the 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, the player can select one of the support cards of another player, such as a friend, by tapping the support card displayed on the support card selection screen 200. In this way, the player can use support cards owned by other players in the training game.

[0146] As described above, each support card is always associated with one character ID. Also, each character card is always associated with one character ID. Each character card is associated with a unique character card ID. Also, each support card is associated with a unique support card ID. The character card ID and support card ID are identification information provided separately from the character ID, and are used to identify the type of card.

[0147] In the preparation stage processing, the player must select a character card (character card ID), i.e., a character to be developed, and then select a support card (support card ID). In this embodiment, the character IDs associated with the character card and the support card are not allowed to overlap. Therefore, the player must select six support cards associated with character IDs different from the character ID associated with the character card.

[0148] Although not shown in the drawings, support cards associated with the same character ID as the previously selected character card are displayed in an identifiable manner on the support card selection screen 200. Examples of the identifiable display of support cards include graying out the card or displaying an icon superimposed on the card to indicate that the card is not selectable.

[0149] In this embodiment, the six support cards are not allowed to have the same character ID. That is, the player must select six support cards that are linked to different character IDs. Therefore, on the support card selection screen 200, a support card that is linked to the same character ID as another previously selected support card may be identifiable.

[0150] When a card icon 201 is tapped on the support card selection screen 200, the card icon 201 for which the operation input has been performed is displayed in the support card display frame 192 or rental card display frame 193 that is in a provisionally selected state in the support card display area 191. FIG. 11B shows a state in which six support cards have been selected and card icons 201 are displayed in all of the support card display frames 192 and rental card display frames 193.

[0151] When six support cards are selected, the start operation unit 194 becomes operable as shown in Fig. 11B. On the other hand, when all six support cards are not selected, the start operation unit 194 becomes inoperable as shown in Fig. 11A.

[0152] 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. When the start operation unit 194 is tapped on the support card organization screen 190, as shown in FIG. 11B, a final confirmation screen (not shown) is displayed. When a predetermined operation is input on this final confirmation screen, the preparation stage processing ends. Accordingly, the process shifts to the training stage processing, and the training main game begins.

[0153] Here, if the player had to select six support cards for each training game, the operation would be cumbersome. In this embodiment, the support cards selected on the support card organization screen 190 and the support card selection screen 200 are stored in the card deck information storage unit.

[0154] FIG. 13 is a diagram illustrating a card deck information storage unit. The storage device 12 of the player terminal 1 is provided with a card deck information storage unit. The card deck information storage unit includes ten deck areas, from a first deck area to a tenth deck area. Each deck area has five storage areas, from a first area to a fifth area. The first area to the fifth area of ​​each deck area stores the support cards selected on the support card organization screen 190 and the support card selection screen 200, or more precisely, the support card IDs linked to the support cards.

[0155] In the training game, when the support card organization screen 190 is displayed, one of the deck areas from the first deck area to the tenth deck area is selected. At this time, card icons 201 linked to the support card IDs stored in the first area to the fifth area of ​​the selected deck area are displayed in the support card display frame 192 of the support card display area 191.

[0156] The deck area selected when the support card organization screen 190 is displayed is, for example, the deck area that was selected the last time the support card organization screen 190 was displayed. However, a predetermined deck area, such as the first deck area, may be selected when the support card organization screen 190 is displayed.

[0157] As shown in FIG. 11A, the deck name ("Deck" in FIG. 11A) is displayed at the top of the support card display area 191 so that the currently selected deck area can be identified. 1) is displayed. FIG. 11A shows the state in which the first deck area is selected. This example shows that no support card IDs are stored in any of the first through fifth areas of the first deck area.

[0158] The support card display area 191 is provided with card deck switching operation units 195a and 195b. The card deck switching operation units 195a and 195b accept operation inputs from the player to switch the currently selected deck area. For example, as shown in FIG. 11A, suppose that the card deck switching operation unit 195a is tapped when the first deck area is selected. In this case, the currently selected deck area is changed from the first deck area to the tenth deck area. Furthermore, if the card deck switching operation unit 195b is tapped in the state shown in FIG. 11A, the currently selected deck area is changed from the first deck area to the second deck area.

[0159] In this way, when the selected deck area is changed, the card icon 201 displayed in the support card display frame 192 is switched. In this way, the card icon 201 linked to the support card ID stored in the selected deck area is displayed on the support card organization screen 190.

[0160] Also, for example, assume that the support card display frame 192 in the upper left of the support card organization screen 190 is in a provisionally selected state, and the card icon 201 is selected on the support card selection screen 200. In this case, the support card ID linked to the selected card icon 201 is overwritten in the first area of ​​the currently selected deck area. In this way, the player can select a support card ID for each deck area.

[0161] Furthermore, the support card ID stored in the card deck information storage unit remains retained even after the training game is ended. Then, the next time the support card organization screen 190 is displayed, the support card ID stored in the last selected deck area is extracted. At this time, a card icon 201 linked to the extracted support card ID is displayed on the support card organization screen 190.

[0162] Here, a reset operation unit 196 is provided in the support card display area 191. The reset operation unit 196 functions as an operation unit that accepts a reset operation (tap) by the player. When the reset operation unit 196 is tapped, all support card IDs stored in the first area to the fifth area of ​​the currently selected deck area are cleared. Therefore, for example, when the reset operation unit 196 is tapped in the state shown in FIG. 11B, the card icons 201 are hidden from all support card display frames 192 in the support card display area 191.

[0163] Furthermore, the support card display area 191 is provided with a collective setting operation unit 197. The collective setting operation unit 197 functions as an operation unit that accepts a collective setting operation (tap) by the player. As described above, on the support card organization screen 190, the player needs to select one support card for each support card display frame 192. Specifically, when the player selects five support cards that he or she owns on the support card organization screen 190, the support card organization screen 190 and the support card selection screen 200 are displayed alternately and repeatedly.

[0164] In this way, if the screen changes every time a support card is selected, the player's operations may become cumbersome. Therefore, in this embodiment, a batch setting function is provided that allows the player to select five support cards for the currently selected deck area without changing the screen. When the batch setting operation unit 197 is tapped, a batch setting screen 210 shown in FIG. 14 is displayed.

[0165] 14 is a first diagram illustrating an example of a collective setting screen 210. As shown in FIG. 14, the collective setting screen 210 is provided with a first display unit 220 and a second display unit 230. The first display unit 220 is provided above the second display unit 230. The first display unit 220 is provided with a first selection area 220a, a second selection area 220b, a third selection area 220c, a fourth selection area 220d, and a fifth selection area 220e. Hereinafter, when there is no need to distinguish between the first selection area 220a, the second selection area 220b, the third selection area 220c, the fourth selection area 220d, and the fifth selection area 220e, they will be simply referred to as selection areas.

[0166] The first display unit 220 has five selection areas arranged in a row in the left-right direction of the display 26. Here, the arrangement direction of the five selection areas, i.e., the left and right directions, is defined as the first direction on the collective setting screen 210. The first display unit 220 has the same number of selection areas as the number of support card IDs that can be stored in one deck area.

[0167] However, the number of support card IDs that can be stored in one deck area is not particularly limited. For example, if one support card ID can be stored in one deck area, only the first selection area 220a is provided in the first display unit 220. Also, for example, if three support card IDs can be stored in one deck area, the first selection area 220a, the second selection area 220b, and the third selection area 220c are provided in the first display unit 220. In this way, it is preferable that the first display unit 220 be provided with selection areas in the same number as the number of support cards, excluding rental cards, that a player can use in one training game.

[0168] Here, the collective setting function does not allow the player to select rental cards. However, similar to the support card organization screen 190, the collective setting screen 210 may allow the player to select rental cards. In this case, a selection area dedicated to rental cards may be provided in the first display section 220.

[0169] A card icon 201 selected by the player is displayed in each selection area of ​​the first display unit 220. In each selection area, a card icon 201 linked to a support card ID stored in the currently selected deck area is displayed. In other words, the first display unit 220 displays the support cards stored in the currently selected deck in an identifiable manner. Note that in addition to or instead of the card icon 201, a support card ID may be displayed in the selection area of ​​the first display unit 220.

[0170] The second display unit 230 is provided below the first display unit 220. Here, the direction from the first display unit 220 toward the second display unit 230 is defined as the second direction. The second display unit 230 is provided with a plurality of support card placement areas 230a. Card icons 201 are displayed in the support card placement areas 230a. More specifically, the card icons 201 linked to the support cards held by the player are displayed in the support card placement areas 230a. Therefore, the player can identify all of the support cards held by the player on the second display unit 230.

[0171] Note that a support card ID may be displayed in the support card placement area 230a of the second display unit 230 in addition to or instead of the card icon 201. Furthermore, as described above, when the player is allowed to select a rental card on the collective setting screen 210, it is preferable to provide a display area separate from the second display unit 230 in which support cards that can be rented from other players are displayed.

[0172] The first selection area 220a and the support card placement area 230a function as operation units that accept operations by the player. In addition, a cancel operation unit 210a and a confirmation operation unit 210b are provided at the bottom of the collective setting screen 210. When the cancel operation unit 210a is operated, the settings on the collective setting screen 210 are discarded, and the support card organization screen 190 is displayed. Therefore, when the cancel operation unit 210a is operated, the stored information in the deck area becomes the same as it was before the collective setting screen 210 was displayed.

[0173] On the other hand, when the confirmation operation unit 210b is operated, the setting contents on the collective setting screen 210 are overwritten in the deck area, and the support card organization screen 190 is displayed. Therefore, the support card organization screen 190 displayed when the confirmation operation unit 210b is operated displays a card icon 201 corresponding to the support card selected on the collective setting screen 210.

[0174] FIG. 15 is a second diagram illustrating an example of the collective setting screen 210. When the collective setting screen 210 is displayed, as shown in FIG. 15, card icons 201 corresponding to support cards owned by the player are displayed in the support card placement area 230a of the second display unit 230. Furthermore, if a support card ID is stored in the currently selected deck area, card icons 201 are also displayed in the selection area of ​​the first display unit 220. In the selection area of ​​the first display unit 220, card icons 201 linked to the support card ID stored in the currently selected deck area are displayed. FIG. 15 illustrates a case where five support card IDs are stored in the currently selected deck area.

[0175] In the second display unit 230, a selected icon 201a and an overlapping icon 201b are displayed superimposed on the card icon 201. The selected icon 201a is displayed on the card icon 201 corresponding to the support card currently selected by the player. In other words, the selected icon 201a makes the currently selected support card, i.e., the card icon 201, identifiable on the second display unit 230.

[0176] The card icon 201 corresponding to the currently selected support card is displayed on both the first display section 220 and the second display section 230. For the card icon 201 displayed on both the first display section 220 and the second display section 230, a selected icon 201a is superimposed on the card icon 201 on the second display section 230.

[0177] The duplicate icon 201b indicates that the support card has a character ID that overlaps with the currently selected support card or character card. As described above, in this embodiment, overlapping between a character to be trained and a support character is not permitted. Therefore, for a support card that is linked to the character to be trained, i.e., the character ID linked to the previously selected character card, the duplicate icon 201b is displayed superimposed on the card icon 201 in the second display unit 230.

[0178] Furthermore, as described above, in this embodiment, overlapping of support characters is not permitted. Therefore, for a support card linked to the same character ID as the character ID linked to the currently selected support card, a overlap icon 201b is displayed superimposed on the card icon 201 in the second display unit 230.

[0179] In addition, the display mode of the overlap icon 201b may differ between a support card linked to the same character ID as the character ID linked to the currently selected support card and a support card linked to the same character ID as the character ID linked to the currently selected character card.

[0180] 16 is a diagram illustrating an example of a support card ID storage unit and a history information storage unit. The storage device 12 of the player terminal 1 is provided with a support card ID storage unit and a history information storage unit that are used when displaying the collective setting screen 210. In other words, the support card ID storage unit and the history information storage unit are provided to temporarily store data for displaying the collective setting screen 210. These support card ID storage unit and history information storage unit are provided separately from the card deck information storage unit shown in FIG.

[0181] 16, the support card ID storage unit has five storage areas, from a first card ID storage area to a fifth card ID storage area. A support card ID is stored in each of these five storage areas. The first card ID storage area to the fifth card ID storage area are linked to the first selection area 220a to the fifth selection area 220e of the first display unit 220 on the collective setting screen 210, respectively. In other words, when a support card ID is stored in any of the storage areas of the support card ID storage unit, the support card ID is linked to one selection area.

[0182] As described above, when the collective setting operation unit 197 is tapped on the support card organization screen 190, the collective setting screen 210 is displayed. When the support card organization screen 190 is displayed, one of the deck areas is always selected. When the collective setting screen 210 is displayed, the support card IDs stored in the first area to the fifth area of ​​the currently selected deck area are read out. Then, the support card IDs read out from the deck area are stored in the first card ID storage area to the fifth card ID storage area of ​​the support card ID storage unit. Then, card icons 201 are displayed in each selection area of ​​the first display unit 220 based on the support card IDs stored in the support card ID storage areas.

[0183] As will be described in detail later, when a new support card to be placed in each selection area of ​​the first display section 220 is selected on the collective setting screen 210, the support card ID stored in the support card ID storage section is updated. Then, based on the updated support card ID, the card icon 201 in the first display section 220 is updated and displayed. However, at this point, the card deck information storage section is not updated.

[0184] When the confirmation operation unit 210b is operated on the collective setting screen 210, the support card ID stored in the support card ID storage unit is overwritten in the card deck information storage unit. On the other hand, when the cancellation operation unit 210a is operated on the collective setting screen 210, the support card ID stored in the support card ID storage unit is discarded without being overwritten in the card deck information storage unit.

[0185] The history information storage unit also has five storage areas, a first history information storage area to a fifth history information storage area. These five storage areas are linked to the first selection area 220a to the fifth selection area 220e of the first display unit 220 on the collective setting screen 210, respectively. As will be described in detail later, the first history information storage area to the fifth history information storage area may store, as history information, the support card ID linked to the card icon 201 last displayed in each selection area.

[0186] That is, the history information storage unit stores, for each selection area, a support card ID linked to a card icon 201 previously displayed in the selection area of ​​the first display unit 220. In other words, the history information storage unit stores, as history information, the support card ID previously stored in the support card ID storage unit, linked to the selection area.

[0187] FIG. 17A is a diagram illustrating an example of a setting operation. FIG. 17B is a diagram illustrating an example of the operation content of the setting operation. FIG. 17C is a diagram illustrating an example of the update content of the support card ID storage unit when the setting operation is input. The player can select five support card IDs on the collective setting screen 210. Specifically, when a card icon 201 displayed on the second display unit 230 is selected, the support card ID is stored in the support card ID storage unit. Thereafter, the player can overwrite the support card ID stored in the support card ID storage unit in the deck area by operating the confirmation operation unit 210b.

[0188] Here, the operation of the player to set and store the support card ID in the support card ID storage unit is referred to as a setting operation. In this embodiment, a first setting operation X1, a second setting operation X2, and a third setting operation X3 are provided as setting operations that the player can input on the collective setting screen 210.

[0189] As shown in FIG. 17B, the first setting operation X1 is a tap operation on the card icon 201 displayed in the support card arrangement area 230a of the second display unit 230. In other words, the first setting operation X1 is an operation of specifying the card icon 201 (the support card ID linked to the card icon 201) displayed in the support card arrangement area 230a of the second display unit 230. Hereinafter, the operation of specifying the card icon 201 displayed in the second display unit 230 will be referred to as a card specifying operation. In FIG. 17A, the first setting operation X1 is indicated by a downward-facing outline arrow on the second display unit 230.

[0190] The second setting operation X2 is a slide operation that starts from the support card placement area 230a of the second display unit 230 and ends at any of the selection areas of the first display unit 220. In other words, the second setting operation X2 is an operation of moving the card icon 201 from the second display unit 230 to any of the selection areas of the first display unit 220. This second setting operation X2 includes both a card designation operation of designating the card icon 201 (the support card ID linked to the card icon 201) displayed in the support card placement area 230a of the second display unit 230, and an operation of designating the selection area of ​​the first display unit 220. Hereinafter, the operation of designating the selection area will be referred to as a selection area designation operation.

[0191] The card designation operation included in the second setting operation X2 is a long press on the card icon 201 displayed on the second display unit 230. The selection area designation operation included in the second setting operation X2 is an operation to end input on any one of the selection areas on the first display unit 220. In FIG. 17A, the second setting operation X2 is indicated by a hollow arrow pointing from the second display unit 230 to the first display unit 220.

[0192] The third setting operation X3 is a tap operation on the selection area of ​​the first display unit 220. In other words, the third setting operation X3 is a selection area designation operation that designates the selection area of ​​the first display unit 220. In FIG. 17A, the third setting operation X3 is indicated by a downward-pointing hollow arrow on the first display unit 220.

[0193] 17C, the first setting operation X1, the second setting operation X2, and the third setting operation X3 may be handled differently depending on the storage status of the support card ID in the support card ID storage unit. Specifically, when the first setting operation X1 is input, the (N)th card ID storage area (N is 1 to 5) of the support card ID storage unit is searched for an empty area in which no support card ID is stored, starting from the storage area with the smallest N. Then, the support card ID linked to the card icon 201 for which the first setting operation X1 was input is stored in the empty area extracted first. In other words, when the first setting operation X1 is input, the support card ID is stored in the empty area with the smallest N among the empty areas in the (N)th card ID storage area (N is 1 to 5).

[0194] The (N)th card ID storage area (N is 1 to 5) in the support card ID storage unit is linked to the (N)th selection area (N is 1 to 5), respectively. Furthermore, of the five selection areas provided in first display unit 220, the (N)th selection area has a smaller N value as it moves further to the left. Therefore, as shown in FIG. 17C, when first setting operation X1 is input when there is free space in the support card ID storage unit, card icons 201 are displayed left-justified in the selection areas of first display unit 220.

[0195] It is assumed that five support card IDs are stored in the support card ID storage unit and the first setting operation X1 is input when there is no free space in the support card ID storage unit. In this case, the input of the first setting operation X1 does not result in the support card ID being stored in the support card ID storage unit.

[0196] Furthermore, when the second setting operation X2 is input, the card icon 201 (and the support card ID linked thereto) specified in the card specifying operation is stored in a storage area of ​​the support card ID storage unit that is linked to the selection area specified in the selection area specifying operation. Note that if a support card ID is stored in the storage area that is linked to the selection area specified in the selection area specifying operation, the support card ID specified in the card specifying operation is overwritten. As a result, the card icon 201 specified in the card specifying operation is displayed in the selection area specified in the selection area specifying operation.

[0197] Also, suppose that the third setting operation X3 is input into a selection area where no card icon 201 is displayed. In this case, if a supporting card ID is stored in the storage area of ​​the history information storage unit linked to the selection area where the third setting operation X3 was input, the supporting card ID is stored in the supporting card ID storage unit. For example, suppose that the third setting operation X3 is input into the fourth selection area 220d where no card icon 201 is displayed. In this case, if a supporting card ID is stored in the fourth history information storage area linked to the fourth selection area 220d, the supporting card ID is stored in the fourth card ID storage area. Storing the supporting card ID in the fourth card ID storage area causes the card icon 201 to be displayed in the fourth selection area 220d.

[0198] As will be described in detail later, there may be cases where the supporting card ID is not stored in the fourth history information storage area linked to the fourth selection area 220d. In this case, the supporting card ID is not stored in the fourth card ID storage area by the third setting operation X3.

[0199] Furthermore, when an operation input is made to the selection area where the card icon 201 is displayed, the operation is treated as one of the cancellation operations (first cancellation operation) for canceling the setting of the support card ID. Specifically, when an operation input is made to the selection area, it is determined whether or not the support card ID is stored in the storage areas of the support card ID storage unit and the history information storage unit linked to the selection area. If the support card ID is stored in the history information storage unit, the operation made to the selection area is determined to be the third setting operation X3. If the support card ID is stored in the support card ID storage unit, the operation made to the selection area is determined to be the first cancellation operation Y1, which will be described later. If the support card ID is not stored in both the support card ID storage unit and the history information storage unit, the operation is determined to be neither the third setting operation X3 nor the first cancellation operation Y1.

[0200] FIG. 18A is a diagram illustrating an example of a release operation and a replacement operation. FIG. 18B is a diagram illustrating an example of the operation content of the release operation and the replacement operation. FIG. 18C is a diagram illustrating an example of the update content of the support card ID storage unit when the release operation and the replacement operation are input. By selecting a selection area on the collective setting screen 210, the player can erase one stored support card ID from the support card ID storage unit.

[0201] Here, the player's operation for erasing the support card ID from the support card ID storage unit is referred to as a “cancel operation.” In this embodiment, a first release operation Y1 and a second release operation Y2 are provided as the release operations that the player can input on the collective setting screen 210.

[0202] 18B, the first release operation Y1 is a tap operation on the selection area of ​​the first display unit 220. In other words, the first release operation Y1 is an operation of designating the card icon 201 (the support card ID linked to the card icon 201) displayed in the selection area of ​​the first display unit 220, that is, a card designation operation. In FIG. 18A, the first release operation Y1 is indicated by a downward-pointing filled-in arrow on the first display unit 220.

[0203] The second release operation Y2 is a flick operation that specifies a direction from any one of the selection areas in the first display unit 220 as a starting point toward the second display unit 230. In other words, the second release operation Y2 is an operation that moves the card icon 201 from the first display unit 220 toward the second display unit 230. This second release operation Y2 includes both a selection area designation operation that designates a selection area in the first display unit 220, and a second direction designation operation that designates a second direction. In FIG. 18A, the second release operation Y2 is indicated by a solid black arrow that designates from the first display unit 220 toward the second display unit 230. Note that the second release operation Y2 may include a selection area designation operation and a second direction designation operation, and may include, for example, an operation that designates the second display unit 230 as an end point.

[0204] Furthermore, the collective setting screen 210 accepts a player's replacement operation Z for replacing the stored information of the support card IDs in the support card ID storage unit. The replacement operation Z is a slide operation that starts from one of the selection areas in the first display unit 220 and ends at another of the selection areas in the first display unit 220. In other words, the replacement operation Z includes two selection area designation operations for designating a selection area in the first display unit 220. The first selection area designation operation included in the replacement operation Z is a long press operation on the selection area (the card icon 201 displayed on the selection area) in the first display unit 220. Furthermore, the second selection area designation operation included in the replacement operation Z is an operation for terminating input on the selection area (the card icon 201 displayed on the selection area) in the first display unit 220. In FIG. 18A, the replacement operation Z is indicated by a cross-hatched double-headed arrow pointing left and right.

[0205] 18C, the first release operation Y1, the second release operation Y2, and the replacement operation Z may be handled differently depending on the storage status of the support card ID in the support card ID storage unit. Specifically, when an operation is performed on a selection area where the card icon 201 is not displayed, that is, when a support card ID is stored as history information in the storage area of ​​the history information storage unit linked to the selection area where the operation input was performed, the operation becomes the third setting operation.

[0206] In response to this, suppose that a first release operation Y1 is input into the selection area where the card icon 201 is displayed. In this case, the support card ID is erased from the storage area of ​​the support card ID storage unit that is linked to the selection area where the first release operation Y1 was input. As a result, the card icon 201 is no longer displayed in the selection area where the first release operation Y1 was input. At this time, the support card ID is stored as history information in the storage area of ​​the history information storage unit that is linked to the selection area where the first release operation Y1 was input.

[0207] As described above, when a selection area linked to a storage area in which a support card ID is stored as history information is tapped, the tap operation becomes the third setting operation X3. As a result, the card icon 201 linked to the support card ID stored as history information is displayed in the selection area into which the third setting operation X3 was input. In other words, when two consecutive tap operations are input to the selection area in which the card icon 201 is displayed, the first tap operation becomes the first release operation Y1, and the card icon 201 is hidden from the selection area. Then, the second tap operation becomes the third setting operation X3, and the card icon 201 that was hidden by the first tap operation is re-displayed in the selection area.

[0208] Furthermore, an operation on a selection area in which the card icon 201 is not displayed does not constitute the second release operation Y2. In contrast, suppose that the second release operation Y2 is input to a selection area in which the card icon 201 is displayed. In this case, the support card ID is erased from the storage area of ​​the support card ID storage unit that is linked to the selection area in which the second release operation Y2 was input. As a result, the card icon 201 is hidden from the selection area in which the second release operation Y2 was input. Furthermore, at this time, the support card ID is stored as history information in the storage area of ​​the history information storage unit that is linked to the selection area in which the second release operation Y2 was input.

[0209] In this way, the second release operation Y2 includes a second direction designation operation from the first display unit 220 to the second display unit 230. Such a second release operation Y2 can give the player the impression that the card icon 201 displayed on the first display unit 220 is being returned to the second display unit 230.

[0210] As described above, the swap operation Z is an operation of selecting two selection areas of the first display unit 220. At this time, if a support card ID is not stored in either of the two storage areas linked to the selected selection area among the storage areas of the support card ID storage unit, nothing happens as a result of this operation. On the other hand, if a support card ID is not stored in either or both of the two storage areas linked to the selected selection area among the storage areas of the support card ID storage unit, the storage information of the two storage areas is swapped.

[0211] An example of the screen transition of the collective setting screen 210 and the transition of the information stored in the support card ID storage unit and the history information storage unit will be described below along the flow.

[0212] FIG. 19A is a first diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 19B is a first diagram illustrating an example of transitions of stored information in the support card ID storage unit and the history information storage unit. As shown in FIG. 19B, it is assumed that support card IDs are stored in all five storage areas of the support card ID storage unit. Here, it is assumed that support card IDs 0001 to 0005 are stored in the first to fifth card ID storage areas, respectively.

[0213] Also, at this time, it is assumed that no history information, i.e., no support card ID, is stored in any of the five storage areas of the history information storage unit. In this case, as shown in Fig. 19A, card icons 201 are displayed in the five selection areas of the first display unit 220. In this state, when the first release operation Y1 is input in the first selection area 220a, the collective setting screen 210 transitions as shown in Fig. 20A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in Fig. 20B.

[0214] FIG. 20A is a second diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 20B is a second diagram illustrating an example of transitions in the information stored in the support card ID storage unit and the history information storage unit. When the first release operation Y1 is input in the first selection area 220a, the support card ID is erased from the first card ID storage area, as shown in FIG. 20B. In other words, the association between the first selection area 220a and the support card ID is released. As a result, the card icon 201 is hidden in the first selection area 220a, as shown in FIG. 20A.

[0215] At this time, as shown in FIG. 20B, the support card ID of 0001 stored in the first card ID storage area is stored in the first history information storage area. That is, the support card ID is linked to the first selection area 220a as history information. In this manner, when the support card ID is stored in the history information storage unit, a specific image 240 is displayed in the selection area linked to the storage area of ​​the history information storage unit in which the support card ID is stored. Therefore, in this example, as shown in FIG. 20A, the specific image 240 is displayed in the first selection area 220a.

[0216] Here, the specific image 240 is an image that suggests that the operation is going back to the previous one. The specific image 240 can also be said to be an image that suggests that the history information is stored in a storage area of ​​the history information storage unit that is linked to the selected area. Here, the specific image 240 is configured as an arrow as shown in the figure. However, the display form of the specific image 240 is not limited to this. For example, the specific image 240 may be an image that makes the card icon 201 linked to the support card ID stored as history information transparent. Alternatively, the specific image 240 may be configured to include a predetermined message such as "Go back."

[0217] In this state, when the first release operation Y1 is input into the fourth selection area 220d, the batch setting screen 210 transitions as shown in FIG. 21A, and the stored information in the support card ID memory unit and the history information memory unit transitions as shown in FIG. 21B.

[0218] FIG. 21A is a third diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 21B is a third diagram illustrating an example of transitions in the information stored in the support card ID storage unit and the history information storage unit. When the first release operation Y1 is input to the fourth selection area 220d, the support card ID is erased from the fourth card ID storage area, as shown in FIG. 21B. As a result, the card icon 201 is hidden from the fourth selection area 220d, as shown in FIG. 21A.

[0219] 21B, the support card ID of 0004 stored in the fourth card ID storage area is stored in the fourth history information storage area. In this way, with the support card ID stored in the fourth history information storage area, a specific image 240 is displayed in the fourth selection area 220d. In this state, when the first setting operation X1 is input to the second display unit 230, the collective setting screen 210 transitions as shown in FIG. 22A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 22B.

[0220] FIG. 22A is a fourth diagram illustrating an example of screen transitions on collective setting screen 210. FIG. 22B is a fourth diagram illustrating an example of transitions in stored information in the support card ID storage unit and the history information storage unit. When first setting operation X1 is input to second display unit 230, a search is performed sequentially, starting from the first card ID storage area, for free space in which no support card ID is stored. Here, as shown in FIG. 21B, since no support card ID is stored in the first card ID storage area, the first card ID storage area is extracted as free space.

[0221] Then, the supporting card ID linked to the card icon 201 for which the first setting operation X1 was input on the second display unit 230 is stored in the extracted empty area. Therefore, here, as shown in FIG. 22B, the supporting card ID (here, 0010) is stored in the first card ID storage area. Furthermore, as a result, as shown in FIG. 22A, the card icon 201 for which the first setting operation X1 was input on the second display unit 230 is displayed in the first selection area 220a.

[0222] At this time, the history information, i.e., the support card ID, is erased from the first history information storage area, as shown in Fig. 22B. In this way, when the support card ID is stored in the storage area of ​​the support card ID storage unit, the history information stored in the storage area of ​​the history information storage unit linked to the same selection area as that storage area is erased.

[0223] In this state, it is assumed that the second setting operation X2 is input to the second display unit 230. Here, the second selection area 220b is designated in the second setting operation X2. When the second setting operation X2 is input, the collective setting screen 210 transitions as shown in FIG. 23A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 23B.

[0224] FIG. 23A is a fifth diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 23B is a fifth diagram illustrating an example of transitions of stored information in the support card ID storage unit and the history information storage unit. When the second setting operation X2 is input, the support card ID linked to the card icon 201 for which the second setting operation X2 is input on the second display unit 230 is stored in the second card ID storage area. Therefore, here, as shown in FIG. 23B, the support card ID (here, 0004) is stored in the second card ID storage area. Furthermore, as a result, as shown in FIG. 23A, the card icon 201 for which the second setting operation X2 is input on the second display unit 230 is displayed in the second selection area 220b.

[0225] 22B, the support card ID linked to the card icon 201 selected in the second setting operation X2 is the support card ID stored in the fourth history information storage area. In this way, when a support card ID stored in one of the storage areas of the history information storage unit is stored in one of the storage areas of the support card ID storage unit, the support card ID is deleted from the history information storage unit, as shown in FIG. 23B. In other words, in this embodiment, the same support card ID will not be stored simultaneously in the support card ID storage unit and the history information storage unit.

[0226] Furthermore, even if the support card ID linked to the support card selected on the second display unit 230 is not stored in any storage area of ​​the history information storage unit, the support card ID may be erased from the history information storage unit based on the input of the setting operation. Specifically, it is assumed that the character ID linked to the support card ID stored as history information in the history information storage unit is the same as the character ID linked to the support card (support card ID) selected by the setting operation. As described above, in this embodiment, overlapping character IDs between support cards are not permitted. Therefore, in this case, the support card ID linked to the same character ID as the character ID linked to the support card selected on the second display unit 230 is erased from the history information storage unit.

[0227] However, the support card ID associated with the same character ID as the character ID associated with the support card selected on the second display unit 230 may not be deleted from the history information storage unit.

[0228] When the support card ID is deleted from the history information storage unit in this way, the specific image 240 is hidden in the selection area corresponding to the storage area from which the support card ID was deleted, as shown in Fig. 23A. Here, since the support card ID has been deleted from the fourth history information storage area, the specific image 240 that was displayed in the fourth selection area 220d is hidden.

[0229] In this state, it is assumed that a replacement operation Z is input to first display unit 220. Here, first selection area 220a and second selection area 220b are selected by replacement operation Z. When replacement operation Z is input, collective setting screen 210 transitions as shown in FIG. 24A, and the stored information in the support card ID storage unit and history information storage unit transitions as shown in FIG. 24B.

[0230] FIG. 24A is a sixth diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 24B is a sixth diagram illustrating an example of transitions of information stored in the support card ID storage unit and the history information storage unit. When a replacement operation Z is input, the support card IDs stored in the two storage areas of the support card ID storage unit are swapped, as shown in FIG. 24B. Here, the first selection area 220a and the second selection area 220b are selected by the replacement operation Z. Therefore, as can be seen by comparing FIG. 23B and FIG. 24B, the support card IDs stored in the first card ID storage area and the support card IDs stored in the second card ID storage area are swapped. Accordingly, as shown in FIG. 24A, the card icons 201 are swapped and displayed in the first selection area 220a and the second selection area 220b.

[0231] In this state, it is assumed that the second release operation Y2 is input. Here, the fifth selection area 220e is selected by the second release operation Y2. When the second release operation Y2 is input, the collective setting screen 210 transitions as shown in FIG. 25A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 25B.

[0232] FIG. 25A is a seventh diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 25B is a seventh diagram illustrating an example of transitions in the information stored in the support card ID storage unit and the history information storage unit. When the second release operation Y2 is input in the fifth selection area 220e, the support card ID is erased from the fifth card ID storage area, as shown in FIG. 25B. As a result, the card icon 201 is hidden from the fifth selection area 220e, as shown in FIG. 25A.

[0233] 25B, the support card ID of 0005 stored in the fifth card ID storage area is stored in the fifth history information storage area. As a result of the support card ID being stored in the fifth history information storage area in this manner, a specific image 240 is displayed in the fifth selection area 220e. In this state, when a third setting operation X3 (not shown in FIG. 25A) is further input in the fifth selection area 220e, the collective setting screen 210 transitions as shown in FIG. 26A, and the stored information in the support card ID storage unit and the history information storage unit transitions as shown in FIG. 26B.

[0234] FIG. 26A is an eighth diagram illustrating an example of screen transitions on the collective setting screen 210. FIG. 26B is an eighth diagram illustrating an example of transitions in the information stored in the support card ID storage unit and the history information storage unit. When the third setting operation X3 is input to the fifth selection area 220e, the support card ID stored in the fifth history information storage area is stored in the fifth card ID storage area, as shown in FIG. 26B. At this time, the support card ID is also erased from the fifth history information storage area. As a result, as shown in FIG. 26A, a card icon 201 linked to the support card ID stored in the fifth card ID storage area is displayed in the fifth selection area 220e.

[0235] As shown in Fig. 26A, neither the card icon 201 nor the specific image 240 is displayed in the fourth selection area 220d. That is, in this state, as shown in Fig. 26B, no supporting card ID is stored in either the fourth card ID storage area or the fourth history information storage area. In this state, no action occurs when operating the fourth selection area 220d.

[0236] 26A and 26B, suppose that the first setting operation X1 is input to the second display unit 230. In this case, the fourth card ID storage area is extracted, and the support card ID linked to the card icon 201 for which the first setting operation X1 is input is stored in the fourth card ID storage area. As a result, the card icon 201 for which the first setting operation X1 is input on the second display unit 230 is displayed in the fourth selection area 220d of the first display unit 220.

[0237] As described above, in this embodiment, the collective setting screen 210 is displayed, which includes the first display unit 220 including one or more selection areas, and the second display unit 230 displaying a plurality of support cards (support card IDs). Furthermore, based on the player's operation input (first setting operation X1 or second setting operation X2) including at least a first operation (card designation operation) for selecting one support card (support card ID) displayed on the second display unit 230, the selected support card (support card ID) is linked to one selection area.

[0238] Furthermore, a card icon 201 capable of identifying a support card (support card ID) linked to the selection area is displayed on the first display unit 220. Furthermore, based on the selection area linked to the support card (support card ID) being selected by the player's operation input (first release operation Y1) including at least a second operation for selecting the selection area (selection area designation operation), the display of the card icon 201 capable of identifying the support card (support card ID) linked to the selected selection area is terminated. Then, on the first display unit 220, a specific image 240 is displayed in the selection area where the display of the card icon 201 is terminated.

[0239] Furthermore, history information (support card ID) indicating the support card associated with the selection area where the specific image 240 is displayed is stored in association with the selection area. When the selection area where the specific image 240 is displayed is selected by the player's operation input including at least the second operation (selection area designation operation), the card icon 201 (support card ID) is associated with the selected selection area based on the history information.

[0240] As described above, the player can restore the support card setting that has been cancelled once with a simple operation input. Furthermore, the specific image 240 allows the player to easily identify the selection area where the support card setting can be restored.

[0241] Furthermore, when the first setting operation X1 is input, it is determined in a predetermined order whether or not a support card (support card ID) is linked to a plurality of selection areas. Then, a support card (support card ID) is linked to one selection area determined not to be linked to a support card (support card ID). In this way, if the selection areas include a blank area, a support card (support card ID) is automatically linked to the selected selection area without the need to specify a selection area. This simplifies the player's operation.

[0242] Here, free space is searched for in ascending order of N in the (Nth) card ID storage area. However, the search order for free space is not limited to this. For example, free space may be searched for in descending order of N in the (Nth) card ID storage area. Alternatively, free space may be searched for in a preset order.

[0243] Furthermore, if a specific image 240 is displayed in one selected area that is determined to be not linked to a support card, the specific image 240 is hidden. Furthermore, a card icon 201 that can identify the support card (support card ID) linked to the selected area in which the specific image 240 is hidden is displayed.

[0244] Furthermore, history information (support card ID) can be linked to each of the multiple selection areas, and specific images 240 can be displayed in each of the multiple selection areas, making it easier for the player to identify the selection area in which the support card settings can be restored.

[0245] Furthermore, when history information (support card ID) indicating the support card (support card ID) selected in the second display unit 230 is stored, the specific image 240 displayed in the selection area linked to the history information is hidden. This reduces the risk that the same support card or multiple support cards linked to the same character ID will be set in duplicate by the player's third setting operation X3.

[0246] Furthermore, a plurality of selection areas are arranged side by side in the first direction on the first display unit 220. Then, based on a player's operation input (swapping operation Z) including a second operation (selection area specifying operation) and a first direction specifying operation that specifies the first direction, the card icon 201 (support card ID) linked to the selection area selected by the second operation is swapped with the card icon 201 (support card ID) linked to a selection area arranged further in the first direction than the selection area selected by the second operation. This further improves convenience for the player.

[0247] Here, the replacement operation Z includes two selection area designation operations. However, the replacement operation Z may include only one selection area designation operation and the above-mentioned first direction designation operation. In this case, for example, when the replacement operation Z is input, the card icon 201 (support card ID) for which the replacement operation Z is input may move to the adjacent selection area located in the first direction.

[0248] The second display unit 230 is provided in a second direction as viewed from the first display unit 220. Then, based on the player's operation input (second release operation Y2) including a second operation (selection area designation operation) and a second direction designation operation that designates the second direction, the display of the card icon 201 that can identify the support card (support card ID) linked to the selection area selected by the second operation is terminated, and the specific image 240 is displayed. This further improves the operability for the player.

[0249] Here, based on the player's operation input (second setting operation X2) including the first operation (card designation operation) and the second operation (selection area designation operation), the card icon 201 (support card ID) selected by the first operation is linked to the selection area selected by the second operation. Here, the second setting operation X2 is a slide operation, but, for example, both the first operation and the second operation may be tap operations. For example, when the fourth selection area 220d is tapped in the state shown in FIG. 23A, the fourth selection area 220d enters a provisionally selected state. In this state, when any card icon 201 displayed on the second display unit 230 is tapped, the support card ID linked to the selected card icon 201 may be stored in the fourth card ID storage area.

[0250] 20A, when fourth selection area 220d is tapped, it is determined that first release operation Y1 has been input, and the support card ID is stored as history information in the fourth history information storage area. At this time, fourth selection area 220d may be temporarily selected, and when first setting operation X1 is input, the support card ID may be linked to fourth selection area 220d in the temporarily selected state.

[0251] Next, the functional configuration of the player terminal 1 and the server 1000 will be described.

[0252] (Functional Configuration of Player Terminal 1) 27 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. 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.

[0253] 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 27 are just examples, and the terminal-side game control program includes many other programs.

[0254] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information storage area 751. Note that various types of information during the progress of each game, such as the training game, are also provisionally registered in the game information storage area 751. Therefore, all information related to the training character trained in the training game is stored in the game information storage area 751.

[0255] Furthermore, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, items possessed by the player, support cards, etc., is considered to be player information. Player information is information linked to a player ID, and is stored in the player information storage unit 750.

[0256] 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.

[0257] 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.

[0258] 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.

[0259] 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.

[0260] 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.

[0261] (Functional configuration of server 1000) 28 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.

[0262] 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 28 are just examples, and the server-side game control program includes many other programs.

[0263] 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.

[0264] 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.

[0265] 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.

[0266] 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.

[0267] The training game execution unit 1101a executes all processing related to the training game.

[0268] When the training game ends, the training game end processing unit 1102a derives various parameters of the trained character. Then, the training game end processing unit 1102a stores the training character information, including the various parameters and the character ID of the character card used for training, in the game information storage unit 1151, linked to the player ID.

[0269] 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.

[0270] The following describes, with reference to flowcharts, the processing performed by each functional unit in the player terminal 1 and the server 1000. Note that, here, processing related to setting support cards will be described in detail, and detailed descriptions of other processing will be omitted.

[0271] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 29 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).

[0272] 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).

[0273] 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.

[0274] 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. The preparation stage process (P6) in the player terminal 1 will be described later.

[0275] When the preparation stage process (P6, S6) is completed, a training stage process (P7) is executed in the player terminal 1. During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In the training stage process (P7, S7), various parameters of the character to be trained are updated.

[0276] When the training stage process (P7, S7) ends, the server 1000 executes a training game end process (S8). Here, the character to be trained that has been trained in the training game is saved as a training character. Furthermore, the player terminal 1 receives training result information indicating the training result from the server 1000. The player terminal 1 executes a training game end process (P8) based on the received training result information. Here, the player is notified of the training result and information regarding the generated training character.

[0277] 30 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes training target character selection screen display processing (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150, and provisionally registers the training target character based on the player's operation input.

[0278] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a provisionally registers a character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0279] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the provisionally registered character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0280] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-2). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a provisionally registers the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.

[0281] Furthermore, when a confirmation operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game execution unit 701a executes a support card setting process (P10). This support card setting process will be described later.

[0282] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-3). Here, the training game executing unit 701a displays a final confirmation screen on the display 26.

[0283] Furthermore, when a predetermined operation is input on the final confirmation screen, the training game executing unit 701a transmits confirmation information to the server 1000. The confirmation information includes information identifying the provisionally registered training target character, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparatory stage process (S6). In the preparatory stage process, the training game executing unit 1101a determines whether or not to permit execution of the training main game. If it is determined that execution of the training main game is permitted, the player terminal 1 receives permission information from the server 1000.

[0284] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a performs a preparation stage completion process (P6-4). Here, the training game executing unit 701a registers the provisionally registered training target character. The training game executing unit 701a also registers the provisionally registered training character as an inherited character and the provisionally registered support card in the deck. This ends the preparation stage completion process, and the training main game starts.

[0285] FIG. 31 is a first flowchart illustrating the support card setting process in the player terminal 1. FIG. 32 is a second flowchart illustrating the support card setting process in the player terminal 1. When the next operation unit 154 is operated on the inherited character selection screen 170 (YES in P10-1), the training game execution unit 701a determines one deck area from the ten deck areas in the card deck information storage unit in accordance with predetermined rules (P10-2). For example, when the support card organization screen 190 is hidden, the deck area currently selected is stored. Here, the deck area that was last selected is determined.

[0286] Then, the training game executing unit 701a associates and stores selected deck information indicating that the deck area is the currently selected deck area with the deck area determined in P10-2 (P10-3). Furthermore, the training game executing unit 701a displays the support card organization screen 190 based on the support card ID stored in the currently selected deck area (P10-4). Here, the card icon 201 associated with the support card ID stored in the currently selected deck area is displayed in the support card display frame 192.

[0287] Furthermore, when the card deck switching operation units 195a, 195b are operated on the support card organization screen 190 (YES in P10-5), the training game executing unit 701a changes the selected deck area (P10-6). Here, the deck area to which the selected deck information is linked is changed. Then, the training game executing unit 701a displays the support card organization screen 190 based on the support card ID stored in the deck area to which the selected deck information is linked in P10-6 (P10-7).

[0288] Furthermore, when the support card display frame 192 is operated on the support card organization screen 190 (YES in P10-8), the training game executing unit 701a extracts the support cards (support card IDs) possessed by the player (P10-9). Then, the training game executing unit 701a displays the support card selection screen 200 based on the support card IDs extracted in P10-9 (P10-10).

[0289] Furthermore, when the rental card display frame 193 is operated on the support card organization screen 190 (YES in P10-11), the training game executing unit 701a extracts support cards (support card IDs) owned by other players (P10-12).Then, the training game executing unit 701a displays the support card selection screen 200 based on the support card ID extracted in P10-12 (P10-13).

[0290] Furthermore, when a card icon 201 is operated on the support card selection screen 200 (YES in P10-14), the training game executing unit 701a stores the support card ID linked to the card icon 201 for which the operation input is performed in the selected deck area (P10-15).Then, the training game executing unit 701a displays the support card organization screen 190 based on the support card ID of the deck area updated in P10-15 (P10-16).

[0291] Furthermore, when the reset operation unit 196 is operated on the support card organization screen 190 (YES in P10-17), the training game executing unit 701a clears all support card IDs stored in the selected deck area (P10-18). Then, the training game executing unit 701a displays the support card organization screen 190 based on the storage information of the deck area updated in P10-18 (P10-19).

[0292] Furthermore, when the collective setting operation unit 197 is operated on the support card organization screen 190 (YES in P10-20), the training game execution unit 701a stores (transfers) all support card IDs stored in the selected deck area to the support card ID storage unit (P10-21). Then, the training game execution unit 701a executes collective setting screen display processing (P11). This collective setting screen display processing will be described later.

[0293] Furthermore, when the return operation unit 153 is operated on the support card organization screen 190 (YES in P10-22), the training game execution unit 701a displays the inheritance character selection screen 170 (P10-23) and ends the support card setting process. In this case, the inheritance character selection screen display process (P6-2) is executed.

[0294] Furthermore, when the start operation unit 194 is operated on the support card organization screen 190 (YES in P10-24), the training game executing unit 701a displays a final confirmation screen (P10-25) and ends the support card setting process. In this case, the above-mentioned final confirmation screen display process (P6-3) is executed.

[0295] 33 is a flowchart illustrating the collective setting screen display process in the player terminal 1. The training game executing unit 701a displays the collective setting screen 210 based on the support card ID stored in the support card ID storage unit in P10-21 (P11-1). Here, card icons 201 linked to the support card IDs stored in the support card ID storage unit are displayed in each selection area of ​​the first display unit 220. Also, here, the training game executing unit 701a extracts a support card (support card ID) owned by the player, and displays the card icon 201 in the support card placement area 230a of the second display unit 230 based on the extracted support card ID.

[0296] When an operation is input to the first display unit 220 or the second display unit 230 on the collective setting screen 210 (YES in P11-2), the training game executing unit 701a identifies the operation type of the input operation (P11-3). Here, one of the operation types shown in FIG. 17B and FIG. 18B is identified. Then, the training game executing unit 701a determines whether the operation identified in P11-3 is valid (P11-4). Here, it is determined whether the identified operation is valid as shown in FIG. 17C and FIG. 18C.

[0297] If it is determined in P11-4 that the operation is invalid (NO in P11-5), the training game executing unit 701a waits for a new operation input. If it is determined in P11-4 that the operation is valid (YES in P11-5), the training game executing unit 701a determines whether the operation type identified in P11-3 is a setting operation (P11-6). If the identified operation type is a setting operation (YES in P11-6), the training game executing unit 701a executes a setting operation input process (P12).

[0298] 34 is a flowchart illustrating the setting operation input process in the player terminal 1. If the identified operation type is the first setting operation X1 (YES in P12-1), the training game executing unit 701a searches for an empty area in the storage area of ​​the support card ID storage unit where no support card ID is stored (P12-2). Then, the training game executing unit 701a stores the support card ID linked to the card icon 201 for which the first setting operation X1 was input in the empty area extracted in P12-2 (P12-3), and proceeds to P12-6, which will be described later.

[0299] Furthermore, if the identified operation type is the second setting operation X2 (YES in P12-4), the training game execution unit 701a stores the support card ID linked to the card icon 201 to which the second setting operation X2 was input in the memory area specified by the second setting operation X2 among the memory areas of the support card ID memory unit (P12-5).

[0300] The training game executing unit 701a also clears the support card ID from the storage area of ​​the history information storage unit that is linked to the same selection area as the storage area in which the support card ID was stored at P12-3 or P12-5 (P12-6).The training game executing unit 701a then displays the card icon 201 in the selection area that is linked to the storage area of ​​the support card ID storage unit in which the support card ID was stored at P12-3 or P12-5 (P12-7).

[0301] The training game executing unit 701a also determines whether a support card ID linked to the same character ID as the character ID linked to the support card ID stored in P12-3 or P12-5 is stored in the history information storage unit (P12-8). If a support card ID linked to the same character ID as the support card ID stored in P12-3 or P12-5 is included in the history information storage unit (YES in P12-8), the training game executing unit 701a deletes the support card ID from the history information storage unit (P12-9). Then, the training game executing unit 701a hides the specific image 240 displayed in the selection area linked to the storage area from which the support card ID was deleted in P12-9 (P12-10).

[0302] Furthermore, if the identified operation type is the third setting operation X3 (NO in P12-4), the training game executing unit 701a reads out the support card ID stored in the storage area of ​​the history information storage unit linked to the selection area where the third setting operation X3 was input (P12-11).Then, the training game executing unit 701a stores the support card ID read out in P12-11 in the storage area of ​​the support card ID storage unit linked to the selection area where the third setting operation X3 was input (P12-12).

[0303] Then, the training game executing unit 701a clears the support card ID from the storage area of ​​the history information storage unit from which the support card ID was read in P12-11 (P12-13). Furthermore, the training game executing unit 701a displays a card icon 201 in the selection area into which the third setting operation X3 was input (P12-14). Here, the card icon 201 linked to the support card ID stored in P12-12 is displayed. Then, the training game executing unit 701a hides the specific image 240 displayed in the selection area linked to the storage area from which the support card ID was erased in P12-13 (P12-15).

[0304] Returning to FIG. 33, if the operation type identified in P11-3 is the cancellation operation (YES in P11-7), the training game executing unit 701a executes cancellation operation input processing (P13).

[0305] 35 is a flowchart illustrating the release operation input process in the player terminal 1. The training game executing unit 701a stores the support card ID in a storage area of ​​the history information storage unit linked to the selection area into which the release operation Y1 or the second release operation Y2 has been input (P13-1). Here, the support card ID stored in the storage area of ​​the support card ID storage unit linked to the selection area into which the first release operation Y1 or the second release operation Y2 has been input is stored in the storage area of ​​the history information storage unit.

[0306] Furthermore, the training game executing unit 701a clears the support card ID from the storage area of ​​the support card ID storage unit linked to the selection area where the release operation Y1 or the second release operation Y2 was input (P13-2).Then, the training game executing unit 701a hides the card icon 201 in the selection area where the release operation Y1 or the second release operation Y2 was input (P13-3).The training game executing unit 701a also displays the specific image 240 in the selection area where the release operation Y1 or the second release operation Y2 was input (P13-4).

[0307] Returning to FIG. 33, if the operation type identified in P11-3 is the replacement operation Z (NO in P11-7), the training game executing unit 701a executes a replacement operation input process (P14).

[0308] 36 is a flowchart illustrating the replacement operation input process in the player terminal 1. The training game executing unit 701a replaces the support card IDs in the storage areas of the support card ID storage unit linked to the two selection areas specified by the replacement operation Z (P14-1). In addition, the training game executing unit 701a replaces the history information, i.e., the support card IDs, in the storage areas of the history information storage unit linked to the two selection areas specified by the replacement operation Z (P14-2).

[0309] Then, the training game executing unit 701a displays card icons 201 in the two selection areas specified by the swapping operation Z based on the support card ID updated in P14-1 (P14-3). Furthermore, if history information (support card ID) is stored in the storage area of ​​the history information storage unit linked to the two selection areas specified by the swapping operation Z, the training game executing unit 701a displays a specific image 240 in the selection area linked to the storage area in which the history information (support card ID) is stored (P14-4).

[0310] 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.

[0311] In the above embodiment, the game contents targeted by the batch setting function are described as support cards. However, the game contents targeted by the batch setting function are not particularly limited. Furthermore, the game genres to which the batch setting function can be applied are not particularly limited. For example, in an action game or a role-playing game (RPG), the batch setting function may be applied when equipping a character controlled by a player with equipment. Furthermore, in a digital card game, the batch setting function may be applied when setting a deck or the like.

[0312] In addition, in the above embodiment, the same card icon 201 is displayed on both the first display unit 220 and the second display unit 230. However, the display mode of the card icon 201 may be different between the first display unit 220 and the second display unit 230. Furthermore, the above setting operation and canceling operation are merely examples. Only some of the setting operation and canceling operation described in the above embodiment may be provided.

[0313] In the above embodiment, a case has been described in which one character ID is linked to one support card ID. However, the support card may include a support card linked to multiple character IDs. For example, assume that a support card linked to multiple character IDs is selected on the second display unit 230. In this case, it is preferable to erase all history information that is linked to at least one character ID that is the same as one of the multiple character IDs linked to the selected support card.

[0314] Furthermore, in the above embodiment, when a release operation is input, the support card ID is stored as history information in the history information storage unit, but the timing at which the history information is stored in the history information storage unit is not limited to this. For example, when a setting operation is input, the support card ID may be stored in both the support card ID storage unit and the history information storage unit. In any case, the history information may be stored at any time between when the support card ID is stored in the support card ID storage unit and when it is deleted.

[0315] In the above embodiment, the selection and setting of the support card and the editing of the deck area in the card deck information storage unit are performed during the training game. However, the selection and setting of the support card and the editing of the deck area in the card deck information storage unit may be performed outside the training game, i.e., during an off-game.

[0316] The game features and the processing in the player terminal 1 and the server 1000 described in the above embodiment and various modified examples are merely examples. The information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to perform the following processing.

[0317] (Processing performed by a computer) A process (P11-1 in the embodiment as an example) of displaying a setting screen (in the embodiment as an example, a batch setting screen 210) including a first display section (in the embodiment as an example, the first display section 220) including one or more selection areas, and a second display section (in the embodiment as an example, the second display section 230) on which multiple game media (in the embodiment as an example, support cards or support card IDs) are displayed. A process (P12-3, P12-5 as examples in the embodiment) of linking the selected game medium to one selection area based on the player's operation input (P12-3, P12-5 as examples in the embodiment) which includes at least a first operation (P12-4, P12-5 as examples in the embodiment) for selecting one game medium displayed on the second display unit. A process of displaying, on the first display unit, an identification image (in the embodiment, as an example, a card icon 201) that can identify the game content linked to the selection area (in the embodiment, as an example, P12-7). A process (P13-3, as an example in the embodiment) of ending the display of an identification image that can identify the game medium linked to the selected selection area, based on the selection area to which the game medium is linked being selected by the player's operation input (first release operation Y1, as an example in the embodiment) that includes at least a second operation for selecting the selection area (selection area designation operation, as an example in the embodiment). A process (P13-4 in the embodiment as an example) in which a specific image (specific image 240 in the embodiment as an example) is displayed in the selected area in the first display section after the display of the identification image has been completed. A process of storing history information indicating game media that was associated with a selection area in which a specific image is displayed, in association with the selection area (P13-1 in the embodiment as an example). When a selection area displaying a specific image is selected by a player's operation input that includes at least a second operation, a process is performed to link game media to the selected selection area based on historical information (P12-7 is an example in the embodiment).

[0318] In addition, the process of linking game media to one selection area is as follows: It is also possible to determine whether or not a game content is linked to a plurality of selection areas in a predetermined order, and to link a game content to one selection area that is determined not to be linked to a game content.

[0319] In addition, the information processing program includes a process of hiding a specific image when the specific image is displayed in one selection area determined not to be linked to a game medium (P12-10 in the embodiment as an example); may be performed by a computer. The process of displaying the identification image is as follows: An identification image that can identify the game content linked to the selected area in which the specific image is hidden may be displayed.

[0320] Furthermore, history information can be linked to each of the multiple selection areas, The specific image may be displayable in each of a plurality of selection areas.

[0321] In addition, the information processing program includes a process of, when history information indicating a game medium selected on the second display unit is stored, hiding a specific image displayed in a selection area linked to the history information (P12-10 in the embodiment as an example); may be performed by a computer.

[0322] Furthermore, a plurality of selection areas may be arranged in the first direction on the first display section. The information processing program also includes a process of, based on a player's operation input including a second operation and a first direction designation operation that designates a first direction (a swap operation Z is an example in the embodiment), swapping the game content associated with the selection area selected by the second operation with the game content associated with a selection area that is located further in the first direction than the selection area selected by the second operation (P14 is an example in the embodiment); may be performed by a computer.

[0323] The second display unit may be provided in a second direction as viewed from the first display unit. In addition, based on the player's operation input including the second operation and a second direction designation operation that designates the second direction (in the embodiment, as an example, the second release operation Y2), the display of an identification image that can identify the game medium linked to the selection area selected by the second operation may be terminated, and a specific image may be displayed.

[0324] In addition, the process of linking game media to one selection area is as follows: Based on the player's operation input including both the first operation and the second operation, the game content selected by the first operation may be linked to the selection area selected by the second operation.

[0325] Note that some of the functions described in the above embodiment may not be provided. Furthermore, 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.

[0326] 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]

[0327] 1. Player terminal 201 Card Icons 210 Bulk setting screen 220 1st display section 220a First selection area 220b Second selection area 220c Third Selection Area 220d Fourth Selection Area 220e 5th Selection Area 230 2nd display section 240 Specific Images G Game Device S Information Processing System

Claims

1. a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selected area in the first display unit after the display of the identification image has been completed; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing program that causes a computer to carry out the above.

2. The process of linking the game content to one of the selection areas includes: determining in a predetermined order whether the game content is linked to each of the plurality of selection areas, and linking the game content to one of the selection areas determined not to be linked to the game content; The information processing program according to claim 1 .

3. a process of hiding the specific image when the specific image is displayed in one of the selection areas determined to be not linked to the game content; The computer executes the following: The process of displaying the identification image includes: displaying the identification image that can identify the game content associated with the selection area in which the specific image is hidden; The information processing program according to claim 2 .

4. The history information can be linked to each of the plurality of selection areas, The specific image can be displayed in each of the plurality of selection areas.

3. The information processing program according to claim 1.

5. When the history information indicating the game medium selected on the second display unit is stored, a process of hiding the specific image displayed in the selection area linked to the history information; 5. The information processing program according to claim 4, which causes a computer to execute the steps of:

6. a plurality of the selection areas are arranged in a first direction on the first display unit; a process of swapping, based on a player's operation input including the second operation and a first direction specifying operation that specifies the first direction, the game content linked to the selection area selected by the second operation with the game content linked to the selection area that is positioned further in the first direction than the selection area selected by the second operation; 5. The information processing program according to claim 4, which causes a computer to execute the steps of:

7. the second display unit is provided in a second direction as viewed from the first display unit, based on a player's operation input including the second operation and a second direction designation operation that designates the second direction, display of the identification image that can identify the game content linked to the selection area selected by the second operation is terminated, and the specific image is displayed; The information processing program according to claim 4.

8. The process of linking the game content to one of the selection areas includes: based on a player's operation input including both the first operation and the second operation, linking the game content selected by the first operation to the selection area selected by the second operation; 3. The information processing program according to claim 1.

9. 1. An information processing method performed by one or more computers, comprising: The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selected area in the first display unit after the display of the identification image has been completed; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing method for carrying out the above.

10. one or more computers; The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selected area in the first display unit after the display of the identification image has been completed; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; An information processing system that carries out the above.

11. one or more computers; The computer a process of displaying a setting screen including a first display unit including one or more selection areas and a second display unit on which a plurality of game media are displayed; a process of linking the selected game content to one of the selection areas based on a player's operation input including at least a first operation for selecting one of the game content displayed on the second display unit; a process of displaying, on the first display unit, an identification image capable of identifying the game content associated with the selection area; a process of ending display of the identification image that can identify the game content linked to the selected selection area, based on the selection area being selected by a player's operation input that includes at least a second operation for selecting the selection area; a process of displaying a specific image in the selected area in the first display unit after the display of the identification image has been completed; a process of storing history information indicating the game content that was associated with the selection area in which the specific image is displayed, in association with the selection area; When the selection area in which the specific image is displayed is selected by a player's operation input including at least the second operation, a process of linking the game content to the selected selection area based on the history information; A game device that performs the above.

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