Information processing program, information processing method, game device, and information processing system
The information processing system enhances player motivation by allowing dynamic command selection and parameter updates based on strategic variations, addressing the predictability issue in conventional games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2024-10-25
- Publication Date
- 2026-05-13
AI Technical Summary
In conventional games where the effects activated are fixed, the strategic nature required of the player becomes predictable, leading to a decrease in player motivation.
An information processing system that allows players to select commands from multiple types, varying a specific point associated with a cultivation target game medium, updating parameters based on the results of these commands and predetermined conditions, including managing the number of command selections and associating utilities with selection items.
Enhances the strategic nature of the game, improving player motivation by dynamically changing the content of utility activation.
Smart Images

Figure 2026077200000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system.
Background Art
[0002] Conventionally, as shown in Patent Document 1, there is known a cultivation game in which parameters associated with a character to be cultivated are updated.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game as described above, when the content of the effects activated in the game is always fixed, the strategic nature required of the player also becomes fixed, and there is a problem that the player's motivation to play decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can improve the player's motivation to play by enhancing the strategic nature.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program performs a process that enables a player to select at least any one of a plurality of commands including at least a plurality of types of predetermined commands, and performs a process of accepting a player's operation including at least a variation operation for varying a specific point associated with a cultivation target game medium by associating it with at least any one of a plurality of selection items. A process for storing the results of the aforementioned variation operation, When the predetermined command is selected, the process of updating the parameters associated with the training target game medium based on the selected predetermined command, Have the computer perform this task. The process of updating the parameters associated with the training target game medium is: If the predetermined conditions are met, the parameters are updated by referring at least to the utility based on the results of the variation operation.
[0007] The aforementioned predetermined conditions include the first predetermined condition, The aforementioned multiple commands include a specific command, The aforementioned utility includes the first utility associated with the specific command, Information processing programs are A process to update the value of a specific parameter associated with the specific command when certain conditions are met. Have the computer perform this task. The process of allowing the player to select at least one of the aforementioned multiple commands is as follows: When the aforementioned specific parameter reaches a specific value, the aforementioned specific command is made available to the player for selection. The process of updating the parameters associated with the training target game medium is: If the first predetermined condition, which includes the selection of the specific command, is met, the parameters associated with the training target game medium may be updated by referring at least to the first utility.
[0008] The process of allowing the player to select at least one of the aforementioned multiple commands is as follows: The system manages the number of times the specified command can be selected, and based on the player selecting the specified command, it reduces the number of times the command can be selected. The number of selectable times may be increased when the specified parameter reaches the specified value.
[0009] The aforementioned selection item belongs to one of several groups, including a predetermined group. Information processing programs are A process of associating the first utility corresponding to the predetermined group with the specific command, based on the total value of the specific points assigned to the selection items belonging to the predetermined group. You may have a computer perform this task.
[0010] The aforementioned utility includes the second utility, The aforementioned predetermined conditions include the second predetermined conditions, The process of updating the parameters associated with the training target game medium is: If the second predetermined condition relating to the selection item to which the specific point is linked is met by the aforementioned variation operation, the parameter associated with the training target game medium may be updated by referring to the second utility corresponding to the selection item.
[0011] The aforementioned parameters include special parameters, The process of updating the parameters associated with the training target game medium is: Based on the selection of at least one of the aforementioned commands by the player, the special parameters are updated, Information processing programs are A process to update the specific points associated with the training target game medium based on the value of the special parameter at a specific timing, You may have a computer perform this task.
[0012] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, A process that allows the player to select at least one of several commands, which include at least several types of predetermined commands, A process that receives a player's operation including at least a variation operation for varying a specific point associated with a game medium to be cultivated, which is associated with at least one of a plurality of selection items, A process of storing the result of the variation operation, When the predetermined command is selected, a process of updating a parameter associated with the game medium to be cultivated based on the selected predetermined command, is performed, The process of updating the parameter associated with the game medium to be cultivated, When a predetermined condition is satisfied, the parameter is updated by referring to at least the utility based on the result of the variation operation.
[0013] To solve the above problems, a game device includes one or more computers, The computer A process that enables a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands, A process that receives a player's operation including at least a variation operation for varying a specific point associated with a game medium to be cultivated, which is associated with at least one of a plurality of selection items, A process of storing the result of the variation operation, When the predetermined command is selected, a process of updating a parameter associated with the game medium to be cultivated based on the selected predetermined command, is performed, The process of updating the parameter associated with the game medium to be cultivated, When a predetermined condition is satisfied, the parameter is updated by referring to at least the utility based on the result of the variation operation.
[0014] To solve the above problems, an information processing system is an information processing system including one or more computers, The computer A process that enables a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands, A process of receiving a player's operation including at least a variation operation for varying a specific point associated with a game medium to be cultivated by associating it with at least one of a plurality of selection items, A process of storing the result of the variation operation, When the predetermined command is selected, a process of updating parameters associated with the game medium to be cultivated based on the selected predetermined command, is performed, The process of updating the parameters associated with the game medium to be cultivated is When a predetermined condition is satisfied, the parameters are updated by referring to at least the utility based on the result of the variation operation.
Advantages of the Invention
[0015] According to the present invention, by making it possible to change the content of the utility activated by the variation operation, it is possible to improve the strategy and the player's motivation to play.
Brief Description of the Drawings
[0016] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an option setting screen. FIG. 3C is a diagram for explaining an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining a general progress flow of a cultivation game. [Figure 5]Figure 5A illustrates an example of initial scenario addition data. Figure 5B illustrates an example of initial scenario upper limit data. Figure 5C illustrates an example of scenario event addition data. [Figure 6] Figure 6A is a diagram illustrating the character selection screen for training. Figure 6B is the first diagram illustrating the character details screen. Figure 6C is the second diagram illustrating the character details screen. [Figure 7] Figure 7A is a diagram illustrating the ability parameter (initial value) table. Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. Figure 7C is a diagram illustrating skills. Figure 7D is a diagram illustrating special events. [Figure 8] Figure 8 is a diagram illustrating the character enhancement screen. [Figure 9] Figure 9A is the first diagram illustrating the inheritance character selection screen. Figure 9B is the first diagram illustrating the training character list screen. Figure 9C is the second diagram illustrating the inheritance character selection screen. Figure 9D is the third diagram illustrating the inheritance character selection screen. [Figure 10] Figure 10 is a diagram illustrating the lineage of inheritance. [Figure 11] Figure 11 is a diagram illustrating the factor information. [Figure 12] Figure 12A illustrates the utility derived from basic ability factors. Figure 12B illustrates the utility derived from character factors. [Figure 13] Figure 13A is a diagram illustrating the criteria for determining compatibility, and Figure 13B is a diagram illustrating the items used to determine compatibility. [Figure 14] Figure 14A is the first diagram illustrating the support card formation screen. Figure 14B is the diagram illustrating the support card selection screen. Figure 14C is the second diagram illustrating the support card formation screen. [Figure 15] Figure 15A is a diagram illustrating the support card table. Figure 15B is a diagram illustrating the support effects. Figure 15C is a diagram illustrating the possessed skills. Figure 15D is a diagram illustrating the support events. [Figure 16] Figure 16A is a diagram illustrating the final confirmation screen. Figure 16B is a diagram illustrating the preset selection screen. [Figure 17] Figure 17A is a diagram illustrating the character types. Figure 17B is a diagram illustrating member IDs. [Figure 18] Figure 18 is a diagram illustrating the commands used in each turn. [Figure 19] Figure 19 illustrates the relationship between the number of turns and the duration of the period. [Figure 20] Figure 20 is a diagram illustrating the top screen. [Figure 21] Figure 21 is a diagram illustrating the training screen. [Figure 22] Figure 22A is a diagram illustrating the training results notification screen. Figure 22B is a diagram illustrating the event screen. [Figure 23] Figure 23 is a diagram illustrating the training levels. [Figure 24] Figure 24A is a diagram illustrating the fixed increase value (speed). Figure 24B is a diagram illustrating the fixed increase value table (power). [Figure 25] Figure 25 illustrates the allocation ratio of training items. [Figure 26] Figure 26A illustrates an example of the distribution of training items and research levels. Figure 26B illustrates an example of a fixed value for increasing research levels. Figure 26C illustrates the number of turns and the upper limit for each research level. [Figure 27] Figure 27 illustrates an example of the relationship between evaluation events, target research levels, outcomes, and rewards. [Figure 28] Figure 28 is the first diagram illustrating an example of a tuning screen. [Figure 29] Figure 39 illustrates an example of the tip effect. [Figure 30] Figure 30 illustrates an example of the overdrive effect. [Figure 31]Figure 31 is a second diagram for explaining an example of a tuning screen. [Figure 32] Figure 32 is a first diagram for explaining an example of an effects list dialog. [Figure 33] Figure 33 is a second diagram for explaining an example of an effects list dialog. [Figure 34] Figure 34 is a diagram for explaining an example of a tuning confirmation dialog. [Figure 35] Figure 35 is a diagram for explaining the selection probability of the number of gear icons arranged. [Figure 36] Figure 36 is a diagram for explaining an example of the display mode of an overdrive operation unit. [Figure 37] Figure 37 is a diagram for explaining an example of an overdrive activation confirmation dialog. [Figure 38] Figure 38A is a diagram for explaining an example of an evaluation event start screen. Figure 38B is a diagram for explaining an example of an evaluation event production screen. Figure 38C is a diagram for explaining an example of an evaluation event result screen. [Figure 39] Figure 39 is a third diagram for explaining an example of a tuning screen. [Figure 40] Figure 40A is a first diagram for explaining a race selection screen. Figure 40B is a diagram for explaining a race start screen. Figure 40C is a first diagram for explaining a race result screen. Figure 40D is a second diagram for explaining a race result screen. [Figure 41] Figure 41A is a diagram for explaining a training completion screen. Figure 41B is a second diagram for explaining a training completion screen. Figure 41C is a third diagram for explaining a training completion screen. [Figure 42] Figure 42 is a diagram for explaining the configuration of the memory in a player terminal and the functions as a computer. [Figure 43] Figure 43 is a diagram for explaining the configuration of the memory in a server and the functions as a computer. [Figure 44] Figure 44 is a sequence diagram for explaining the processing of a player terminal and a server related to a training game. [Figure 45] Figure 45 is a flowchart illustrating the preparation process on the player terminal. [Figure 46] Figure 46 is a flowchart illustrating the preparation phase process on the server. [Figure 47] Figure 47 is a flowchart illustrating the growth stage processing on the server. [Figure 48] Figure 48 is a flowchart illustrating the turn start processing on the server. [Figure 49] Figure 49 is a flowchart illustrating the training stage processing on the player terminal. [Figure 50] Figure 50 is a flowchart illustrating the command operation process on the player terminal. [Figure 51] Figure 51 is a flowchart illustrating the processing of training-related commands on the player terminal. [Figure 52] Figure 52 is a flowchart illustrating the process of receiving a predetermined command on the server. [Figure 53] Figure 53 is a flowchart illustrating the process of receiving execution result information on the player terminal. [Figure 54] Figure 54 is a flowchart illustrating the process of executing tuning events on the player terminal. [Figure 55] Figure 55 is a flowchart illustrating the server's process for ending the training game. [Modes for carrying out the invention]
[0017] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0018] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0019] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that 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 be played through the cooperation of the player terminal 1 and the server 1000.
[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0021] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0022] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0023] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of 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.
[0024] Furthermore, as shown in Figure 2B, the server 1000 is composed of 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.
[0025] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory 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, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0026] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.
[0027] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0028] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory device 12 (RAM) by the CPU 10.
[0029] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0030] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0031] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0032] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess game media obtained through a lottery known as gacha, or game media distributed by the operator. In this embodiment, players can possess character cards and support cards as game media. Each character card and support card is always associated with one character. The character associated with a character card is the target of training in the training game. Hereafter, the character associated with a character card may be simply referred to as a character.
[0033] As will be described in more detail later, the game according to this embodiment provides a character development game. In the development game, the player can develop characters and generate developed characters with various parameters linked to them. Furthermore, the development game in this embodiment has the gameplay of developing characters linked to character cards by having them participate in races modeled after horse racing.
[0034] Figure 3A is a diagram illustrating an example of the 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 is provided with multiple control buttons that the player can operate (tap).
[0035] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a racing game selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.
[0036] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in Figure 3A is displayed on the display 26.
[0037] When the enhancement screen selection operation section 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the characters and support cards they possess. By enhancing characters and support cards, the player can increase the level set for those characters and support cards. Characters and support cards have various parameters set for them, and these parameters increase as the level increases. By increasing the parameters of characters and support cards, the player can develop characters with more powerful stats in the training game.
[0038] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.
[0039] When the race game selection control unit 102d is tapped, a race game selection screen (not shown) is displayed. In this embodiment, various race games are provided in which the trained characters, which have been trained in the training game described later, can participate. On the race game selection screen, the player can select a race game in which the trained characters will participate. One of the race games is a team competition game in which a team composed of multiple trained characters competes against a team of another player selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.
[0040] When the gacha screen selection control unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, players can use in-game currency or tickets to perform a gacha draw. In the gacha draw, players can obtain character cards and support cards.
[0041] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the character to be trained (hereinafter referred to as the training target character).
[0042] Furthermore, during the preparation phase, the player sets the deck to be used when training the character to be trained. The deck is composed of multiple inherited characters and multiple support cards, which will be explained in more detail later. Therefore, in the training game, the inherited characters and support cards composed of the deck are used.
[0043] Once the character to be trained and the deck (inherited character and support cards) have been set, the game transitions from the preparation stage to the training stage, and the game for training the character 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 their trained character. As described above, the player can assemble their trained characters into a team and use them in team competitive games, etc.
[0044] Thus, the main objectives of the game in this embodiment are to generate training characters through a training game, and to improve the ranking in a team competition game using these training characters.
[0045] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0046] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.
[0047] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0048] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0049] The profile character functions as a character that is displayed when a 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 settings screen 120 displays the currently set profile character image 122. 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. On the profile character change screen, the player can change their profile character.
[0050] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0051] 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 they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck of other players' training games as an inherited character.
[0052] 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 they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.
[0053] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0054] Furthermore, in this embodiment, various limited-time events are held irregularly. During the period of a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, the specific event screen is displayed. On the specific event screen, the player can, for example, exchange specific event points, which are offered exclusively for the specific event, for various rewards.
[0055] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. Players can play the training game by consuming game points. Game points are awarded to the player at predetermined intervals (e.g., every 10 minutes) by a predetermined amount (e.g., +1). There is an upper limit (e.g., 100) on the number of game points a player can hold, and players can hold game points within this limit. A game point display bar 136 is provided at the top of the home screen 100, which visually displays the percentage of the current number of game points relative to the upper limit.
[0056] Note that when a training game is started, a predetermined amount of game points (for example, -30) is deducted. Therefore, if a player does not possess the required number of game points, they cannot start the training game. However, players can possess items that restore game points and can use these items to restore them. These items can be obtained, for example, as rewards in training games or team competition games, or by spending in-game currency. The training game is described in detail below.
[0057] (Raising / training game) Figure 4 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one character from among the characters they own and trains it as the target character for training (hereinafter referred to as the target character for training).
[0058] Furthermore, the setting game is where players register the character to be trained and their deck (inherited character and support cards), and it corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the main training game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.
[0059] As shown in Figure 4, the preparation stage involves the following steps in order: scenario registration, registration of characters to be trained, registration of inherited characters, registration of support cards, and registration of participating members. 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.
[0060] <Preparation Stage Processing> The preparation phase primarily involves registering the scenario, the character to be trained, and the deck (inherited characters and support cards). Support cards are intended to assist in the training of the target character. Each support card is always associated with one character, and the character associated with the support card registered during the preparation phase will assist in the training of the target character. Hereafter, the character associated with a support card will be referred to as a support character.
[0061] <Scenario Registration> On the home screen 100, when the player taps the training game control unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals set during the game. The player must sequentially clear the goals set for each scenario. Each goal, the time required to achieve it, and the difficulty of the game differ from scenario to scenario.
[0062] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. Additionally, when a character to be trained is selected (as described later), the character ID assigned to that character is registered. Scenarios include those with different objectives set for each type of character to be trained (referred to here as existing scenarios) and those with common objectives for all characters to be trained (referred to here as new scenarios).
[0063] In existing scenarios, goals are set at the start of the training game based on the registered scenario ID and character ID. In contrast, in new scenarios, goals are set based on the registered scenario ID. In new scenarios, since character IDs are not specified when setting goals for the training game, a common goal is set regardless of the type of character being trained.
[0064] Furthermore, the main training game has a storyline, and the game progresses according to that story. Events occur at various times during the training game. Scenario-specific events are included in the events that occur during the training game. Therefore, at least some of the events that occur in multiple scenarios will differ from one another. The player can select one of several scenarios on the scenario selection screen.
[0065] Figure 5A illustrates an example of initial scenario addition value data. Figure 5B illustrates an example of initial scenario upper limit value data. Figure 5C illustrates an example of scenario event addition value data. As shown in Figure 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.
[0066] As will be explained in more detail later, the objective of this training game includes increasing the ability parameters of the character being trained. There are five ability parameters: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the race will be for the character being trained.
[0067] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is only updated within the range of the upper limit, and updates of 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 depending on the scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0068] The player terminal 1 and server 1000 store scenario initial addition value data. This scenario initial addition value data is data where the initial addition value of each of the five ability parameters is linked to the scenario ID. In this embodiment, at the start of the main training game, the initial upper limit of each ability parameter is set based on the scenario initial addition value data.
[0069] Specifically, each ability parameter has a common base value pre-set. In this embodiment, the common base value is set to "1200". This common base value is common to all scenarios and all ability parameters. However, the common base value may differ for each scenario or for each ability parameter. At the start of the main training game, the initial scenario bonus value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value for each ability parameter is set.
[0070] For example, as shown in Figure 5A, according to the scenario initial value data, the initial value of the scenario for all five ability parameters associated with scenario ID "0001" is set to "200". Therefore, if scenario ID "0001" is selected and the main training game starts, the initial upper limit of all five ability parameters will be "1400".
[0071] Furthermore, for example, if scenario ID "0002" is selected and the main training game is started, the initial upper limits for the Speed and Guts ability parameters will be the common base value of "1200", the initial upper limits for the Stamina and Intelligence ability parameters will be "1600", and the initial upper limit for the Power ability parameter will be "1400".
[0072] In this case, the initial upper limit is derived by adding the initial added value of the capability parameter to the common base value. However, as shown in Figure 5B, scenario initial upper limit data may be provided, and the initial upper limit of each capability parameter may be derived based on the scenario initial upper limit data. According to the scenario initial upper limit data, the initial upper limit of each of the five capability parameters is linked to the scenario ID. In the scenario initial upper limit data, the value of the initial upper limit linked to each scenario ID is the common base value plus the initial added value from the scenario initial added value data.
[0073] Thus, the initial upper limit of a scenario associated with a scenario ID may be set as the initial upper limit of each ability parameter. Alternatively, the value obtained by adding the initial scenario addition value to the common base value may be set as the initial upper limit of each ability parameter.
[0074] Furthermore, in the main training game, scenario events may occur at predetermined times that increase the upper limit of each ability parameter. When a scenario event occurs, the scenario event bonus value associated with that scenario event is added to the upper limit at that time. For example, in the main training game with scenario ID "0001", when a predetermined scenario event occurs, the upper limits of each of the five ability parameters will increase by "20".
[0075] As shown in Figure 5C, the upper limit of ability parameters that increase due to scenario events differs for each scenario. Note that there may be multiple scenario events that increase the upper limit of ability parameters for a single scenario, or there may be none. Furthermore, the timing of the occurrence of scenario events may be the same for all scenarios or may differ.
[0076] Thus, the upper limits of ability parameters differ 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 through a variety of scenarios.
[0077] <Registering characters to be trained> Figure 6A is a diagram illustrating the character selection screen 150. When the player selects a scenario on the scenario selection screen, the character selection screen 150 shown in Figure 6A is displayed. In the center of the character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player.
[0078] Furthermore, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed at the top of the character selection screen 150. In addition, the return operation section 153 and the next operation section 154 are displayed at the bottom of the character selection screen 150.
[0079] In this embodiment, initial values for ability parameters are set for each character. The ability parameter display unit 152a displays the initial values of the ability parameters for the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.
[0080] Furthermore, the ability parameter display unit 152a displays the initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the main training game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display unit 152a. In the ability parameter display unit 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.
[0081] In this case, the ability parameter display unit 152a identifies and displays initial upper limits that exceed the common base value. For example, in the example shown in Figure 6A, the initial upper limits for speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display unit 152a, the initial upper limits for speed, power, and tenacity are identified and displayed relative to the initial upper limits for stamina and intelligence. In this case, as an identification display, initial upper limits that exceed the common base value are displayed by flashing or by being displayed in a different color.
[0082] Figure 7A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 7A, the ability parameter (initial value) table stores the initial values of the ability parameters for each character. Based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the ability parameter display unit 152a displays the initial values of the ability parameters.
[0083] In this embodiment, initial values for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include the speed ability parameter labeled "Speed" in the ability parameter display unit 152a, the stamina ability parameter labeled "Stamina" in the ability parameter display unit 152a, the power ability parameter labeled "Power" in the ability parameter display unit 152a, the tenacity ability parameter labeled "Spirit" in the ability parameter display unit 152a, and the intelligence ability parameter labeled "Wisdom" in the ability parameter display unit 152a.
[0084] The initial values of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and players can increase a character's status level by spending in-game currency or designated items. As a character's status level increases, the initial values of that character's ability parameters also increase.
[0085] Figure 7A shows the initial values for a character at a given level. Players can increase the values of ability parameters in the main training game. In other words, the goal of the main training game is to train characters with higher ability parameter values.
[0086] In this embodiment, each character has a set set of aptitude parameters (initial values). As shown in Figure 6A, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters for the character corresponding to the character icon 151 selected by the player, using letters of the alphabet.
[0087] Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 7B, the aptitude parameter (initial value) table stores the initial values of the aptitude parameters for each character. The initial values of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of the aptitude parameters stored in the aptitude parameter (initial value) table, the aptitude parameter display unit 152b displays the initial values of the aptitude parameters.
[0088] In this embodiment, initial values for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.
[0089] In training games, players can enter their training character into various races. The higher the training character's suitability for the race, the more advantageous the race will be.
[0090] Furthermore, the initial values of each character's aptitude parameters may be increased by spending in-game currency. Also, the values of the aptitude parameters may change during the main training game. Additionally, during the main training game, an aptitude parameter may be set to S, which is higher than A.
[0091] Figure 6B is the first diagram illustrating the character details screen 160. Figure 6C is the second diagram illustrating the character details screen 160. When you long-press the character icon 151 on the character selection screen 150, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was long-pressed on the character selection screen 150.
[0092] The character details screen 160 displays the skill control section 161 and the event control section 162 in the center. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill control 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 races and team races, which will be described later. The race development of each character will be advantageous when skills are activated.
[0093] Figure 7C is a diagram illustrating skills. As shown in Figure 7C, each character possesses multiple skills. As shown in Figure 6B, the character details screen 160 displays the skills that a character possesses (hereinafter referred to as possessed skills). In the training main game, you can acquire the possessed skills of the character you are training by fulfilling certain conditions. Note that skills will not activate during races just by possessing them; they can only be activated after acquiring them. Below, skills that a character can activate, that is, skills that a character has acquired, will be referred to as acquired skills.
[0094] Each character is assigned one pre-acquired skill from the start of the main training game. In addition to the pre-acquired skill, each character also has multiple possessed skills. Possessed skills can be acquired after the start of the main training game by spending skill points, which will be explained later. In other words, possessed skills can become pre-acquired skills in exchange for skill points.
[0095] In this embodiment, skills indicated by "◎" in Figure 7C are displayed as acquired skills in the character details screen 160 in Figure 6B. Also, skills indicated by "〇" in Figure 7C are displayed as possessed skills in the character details screen 160 in Figure 6B. In this embodiment, as shown in the character details screen 160 in Figure 6B, acquired skills are highlighted to make it easier to distinguish between acquired skills and possessed skills.
[0096] Specifically, in the character details screen 160 shown in Figure 6B, one acquired skill is displayed in the acquired skills display section 161a, and seven possessed skills are displayed in the possessed skills display section 161b. The number of acquired skills and possessed skills may differ for each character. In addition, the number of acquired skills or possessed skills for each character may increase, for example, through leveling up, or by consuming in-game currency or items.
[0097] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when their unlock conditions are met. In other words, awakened skills are not possessed when their unlock conditions are not met. Therefore, awakened skills whose unlock conditions have not been met cannot be acquired in the training-focused game.
[0098] In Figure 7C, awakening skills are indicated by star marks. Here, each character has four awakening skills. However, the number of awakening skills may differ from character to character. Note that awakening skills are different for each character. Also, 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. Thus, skills can be set differently depending on the character, including acquired skills, possessed skills, and awakening skills.
[0099] In this embodiment, the character's awakening level is set as the unlocking condition for awakening skills. Each character (character card) is linked to the status level and awakening level described above. The player can increase the status level and awakening level individually. As shown in Figure 6B, the character details screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, the character enhancement screen 165 is displayed on the display 26.
[0100] Figure 8 is a diagram illustrating the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation section 163b of the character details screen 160 is tapped, or when the enhancement screen selection operation section 102b is tapped. Character icons 151 corresponding to owned characters are displayed in the lower center of the character enhancement screen 165. When a player taps a character icon 151, the character corresponding to the tapped character icon 151 is selected.
[0101] Furthermore, if the enhancement operation section 163b on the character details screen 160 is tapped and the character enhancement screen 165 is displayed, the character that was selected on the character details screen 160 will remain selected when the character enhancement screen 165 starts to display. Information about the selected character will be displayed at the top of the character enhancement screen 165.
[0102] Specifically, the character enhancement screen 165 includes an Awakening tab 167a, a Hint tab 167b, and a Status tab 167c. When the Awakening tab 167a is tapped, the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. When the character enhancement screen 165 is first displayed, the Awakening tab 167a is selected, and the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. The names of the Awakening Skills corresponding to the Awakening Level are displayed in each of the Awakening Skill display areas 168a, 168b, 168c, and 168d.
[0103] Below the character enhancement screen 165, there is an Awakening Level Enhancement button 169a. 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 that consuming these items will increase the Awakening Level. When the specified operation is entered on the confirmation screen, the Awakening Level of the selected character increases.
[0104] In this embodiment, each character's initial state has an awakening level set to level 1. Players can increase a character's awakening level up to a maximum of level 5 by consuming items. Each awakening level is associated with one awakening skill. Increasing the awakening level unlocks the awakening skill corresponding to the increased awakening level. 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.
[0105] Each character has four awakening skills. By increasing their awakening level, players can unlock the same number of awakening skills as the awakening level increases. Once unlocked, awakening skills function as acquired skills.
[0106] The Awakening Skill display areas 168a, 168b, 168c, and 168d display the Awakening Skills unlocked at Awakening Levels 2, 3, 4, and 5, respectively. At this time, unlocked Awakening Skills are marked "Unlocked" in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Conversely, ununlocked Awakening Skills are grayed out in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Figure 8 shows a state where the Awakening Level is Level 4 and three Awakening Skills have been unlocked.
[0107] While a detailed explanation is omitted here, pressing and holding the Awakening Skill display areas 168a, 168b, 168c, and 168d will display detailed information, such as the content of each Awakening Skill. Additionally, tapping the Hint tab 167b will display the Hint Level Enhancement screen (not shown). On the Hint Level Enhancement screen, you can increase the Hint Level of your owned skills (described later) by consuming items.
[0108] Additionally, tapping the status tab 167c displays a status level enhancement screen (not shown). On the status level enhancement screen, you can increase the character's status level by consuming items. The character enhancement screen 165 is equipped with a return operation button 169b. Tapping the return operation button 169b closes the character enhancement screen 165 and displays the character details screen 160.
[0109] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 6C, and a dedicated event display section 162a, which shows the dedicated events provided for each character, is displayed. Dedicated events occur when certain conditions are met in the main training game. When a dedicated event occurs, story images related to the character appearing in the training game are displayed, or the values of ability parameters change.
[0110] Figure 7D is a diagram illustrating the exclusive events. As shown in Figure 7D, each character has multiple exclusive events associated with them. As shown in Figure 6C, the character details screen 160 displays the exclusive events associated with the character. These exclusive events include hint events that allow the character to possess or acquire skills, and ability events that increase or decrease the numerical values of the character's ability parameters.
[0111] Furthermore, the special events displayed on the character details screen 160 shown in Figure 6C may all be executed during the main training game, or at least some of them may be executed during the main training game, or none of them may be executed during the main training game if the predetermined conditions are not met. Also, for example, the number of special events provided for each character may increase due to the increase in the character's level, the consumption of in-game currency or items, etc. Also, if the predetermined conditions are met, special events that are not displayed as special events may be executed during the main training game.
[0112] Furthermore, as shown in Figures 6B and 6C, a close operation button 163a is displayed at the bottom of the character details screen 160. When the close operation button 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the character selection screen 150 for training is displayed on the display 26.
[0113] Furthermore, when the return operation button 153 is tapped on the character selection screen 150 shown in Figure 6A, the home screen 100 shown in Figure 3A is displayed on the display 26. The character selection screen 150 is also 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 character selection screen 150 on the training information display screen.
[0114] The goal of a training game is to create a stronger training character by training a character selected from the player's owned characters. As will be explained in more detail later, the training game consists of multiple turns, and in each turn the player needs to have the training character train or participate in races.
[0115] Each character has multiple clear objectives set for them. The clear objectives set for the selected character can be viewed on the training information display screen. Each turn has a predetermined race in which the character being trained can participate. The clear objectives include having the character being trained participate in a designated race in a designated turn and achieving a designated rank.
[0116] Furthermore, by having the character you are training participate in a race, that character can gain fans. Each race has a set number of fans that can be gained based on the finishing position, with higher finishing positions yielding more fans. Races also have difficulty levels, and higher difficulty races allow you to gain more fans.
[0117] Here, the number of fans that can be gained by participating in a race is calculated by adding a bonus to the base number of fans determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus number of fans is calculated by multiplying the base number of fans by this correction value. The sum of this bonus number and the base number of fans is the number of fans that the character being trained will gain. For example, if the race result is 1st place, the larger the difference between the character being trained and the character that came in 2nd place, the larger the correction value will be. Also, if the race result is between 2nd and 5th place, the smaller the difference between the character being trained and the character that came in 1st place, the larger the correction value will be.
[0118] Furthermore, the character being trained will activate skills (acquired skills) with a predetermined probability during the race. The more skills activated, the greater the bonus value. In this way, each race has defined conditions for adding fans, and the number of fans acquired increases depending on various race results other than finishing position, as well as the progress during the race. However, the number of fans acquired by the character being trained will be at least equal to the base number of fans acquired corresponding to the finishing position.
[0119] Note that some races have a minimum number of fans required to participate. If the number of fans a character being trained has acquired is less than the number of fans required to participate in that race, the player cannot enter that character in that race. The more difficult the race, the more fans are required to enter. Therefore, if a race with a minimum number of fans required to participate is set as one of the races targeted for completion (hereinafter referred to as the "target race"), the character being trained must acquire the number of fans specified for that target race by the turn in which the target race takes place.
[0120] Furthermore, the clear objectives include gaining a predetermined number of fans by a predetermined number of turns. Other clear objectives include, for example, winning a predetermined number of times in high-difficulty races (e.g., GI races) within a predetermined number of turns. Thus, each character has multiple clear objectives set for them. By achieving the clear objectives, the player can continue the training main game until the final turn. On the other hand, if the clear objectives are not achieved, the training main game ends in that turn.
[0121] Therefore, if the target character has not acquired the required number of fans for a given race by the turn in which the race takes place, the character being trained will not be able to participate in the race. In this case, the clear objective will not be achieved, and the training game will end.
[0122] In training-focused games, various parameters of the character being trained increase with each turn, meaning that the more turns you play, the stronger the character you can create. Therefore, when playing training-focused games, you need to raise the parameters of the character you are training in order to clear all the objectives.
[0123] Generally, the clear objectives set for each character are fixed, and the same clear objectives are set as challenges each time the training game is played. However, some characters may have clear objectives that change depending on the progress of the main training game, or characters whose clear objectives can be selected by the player.
[0124] Furthermore, upon completion of the training game, a training character is generated. Upon completion of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on this score. The evaluation score is calculated based on a pre-set formula, including points calculated from various parameters of the training target character at the time of training completion, points calculated from acquired skills, etc. The training information display screen shows the rank, evaluation score, name, and registration date of the top 3 training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0125] While a detailed explanation will be omitted, the training game features multiple scenarios. The basic game mechanics are common across all scenarios, but some features differ from scenario to scenario. The training information screen displays the scenario selected when each character was trained.
[0126] As described above, the player can select a character to train on the character selection screen 150 shown in Figure 6A, while checking various information about each character. When the next operation unit 154 is tapped on the character selection screen 150, the selected character is set as the character to train, and the inheritance character selection screen 170 is displayed on the display 26.
[0127] <Registering inherited characters> Figure 9A is the first diagram illustrating the inheritance character selection screen 170. Figure 9B is the first diagram illustrating the training character list screen 180. Figure 9C is the second diagram illustrating the inheritance character selection screen 170. Figure 9D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters.
[0128] Inheritance characters are characters that inherit abilities, skills, and other attributes from the character being trained. Players can select two inheritance characters from their own training character and representative characters of other players, such as followers or friends, that are selected according to predetermined selection criteria, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inheritance character in a single training game.
[0129] The inheritance character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inheritance character selection area 171a, and a second inheritance character selection area 171b. When the screen transitions from the training target character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 9A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.
[0130] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 9B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.
[0131] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 9B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed.
[0132] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 9C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image indicating the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a.
[0133] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 9D.
[0134] Furthermore, information about the inherited character used during training is linked and stored for each character being trained. The first inherited character selection area 171a displays information about the inherited character used when training the character being trained.
[0135] Figure 10 is a diagram for explaining the inheritance lineage. In the breeding game, various utilities are brought about, such as the values of the ability parameters and aptitude parameters of the breeding target character increasing based on the factor information possessed by the inherited character. Here, for one breeding target character, two inherited characters are set, and these inherited characters are the previously generated breeding characters. Therefore, even when a breeding character set as an inherited character is generated, two inherited characters are set for the breeding character.
[0136] As shown in Figure 10, the breeding target character, which is the target of the main breeding game starting from now, is regarded as the current generation. Also, for this breeding target character, two breeding characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the breeding of the breeding characters of the first inheritance generation, two breeding characters are set as inherited characters. When the breeding characters of the first inheritance generation are generated, the two breeding characters that were set as inherited characters are regarded as the second inheritance generation.
[0137] In this case, as shown in Figure 10, the breeding characters of the first inheritance generation and the second inheritance generation have an effect on the breeding target character of the current generation. As described above, for one breeding target character, two inherited characters (first inheritance generation) are set, so a total of six breeding characters bring an effect to one breeding target character.
[0138] For example, a first inheritance group is composed of one of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inherited characters of this breeding character. Similarly, a second inheritance group is composed of the other of the two breeding characters of the first inheritance generation and the two breeding characters of the second inheritance generation that are the inherited characters of this breeding character.
[0139] As shown in Figure 9D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.
[0140] Figure 11 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the character being trained is registered as a training character, and at this time, factor information is linked to and stored in the training character. Specifically, when the training of a training character is completed, the factors that the training character will acquire are determined by lottery or other means. Then, factor information indicating the determined factors is linked to the training character. In other words, when the training game is completed, the training character can acquire the factors that were won by lottery.
[0141] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can be entered into racing games such as team racing games. In this case, the race simulation, or calculation process, is performed to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the trained characters participating. Since the factors that a character being trained possesses are not used in this calculation process, even if a character has many factors, it will not give them an advantage in the race.
[0142] The factors possessed by a character being trained only affect the character being trained if that character is set as a successor character. The factors that a character being trained can acquire are classified into several types. Figure 11 shows the factor types as follows: basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor has one of several stages. Here, there are three factor levels: Level 1, Level 2, and Level 3.
[0143] The factor level is determined by lottery. In this case, after the factors acquired by the character being trained are determined, the factor level may be determined by lottery for each acquired factor. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the acquired factors and factor levels will be determined simultaneously.
[0144] Factor levels range from level 3 (highest effect) to level 1 (lowest effect). In the lottery that determines the factor level, the probability of winning level 3 is the lowest, and the probability of winning level 1 is the highest. However, the probability of winning a factor or a factor level may change depending on the results of the training game. In this case, for example, a training character with higher ability parameters and evaluation points may be assigned a higher factor level.
[0145] Basic ability factors increase the value and upper limit of the ability parameters of the character being trained. There are five basic ability factors: Speed, Stamina, Power, Tenacity, and Intelligence. The character being trained will always acquire one of the five basic ability factors. Each of the five basic ability factors corresponds to one of the five ability parameters: Speed, Stamina, Power, Tenacity, and Intelligence. For example, if a first-generation or second-generation inherited character being trained has the Speed factor, the value and upper limit of the character's Speed ability parameter will increase.
[0146] Figure 12A illustrates the effects of basic ability factors. The increase in each ability parameter, as well as the increase in its upper limit, varies depending on the factor level of the basic ability factor. For example, if the speed factor is at level 1, the speed ability parameter of the character being trained increases by "7". At level 2, the ability parameter increases by "13". At level 3, the ability parameter increases by "21".
[0147] Therefore, if all six training characters—two from the first generation of inheritance and four from the second generation of inheritance—have a level 3 speed factor, the speed ability parameter of the training character can increase by a maximum of 126 (increase of 21 x 6 characters).
[0148] However, each factor has a set activation timing and activation conditions. Therefore, even if an inherited character possesses a factor, if the activation conditions are not met at the activation timing, it will not have any effect on the character being trained.
[0149] As described above, the main training game consists of multiple turns, of which certain turns are designated as factor activation turns. For example, let's say that turns 1, 31, and 55 of the main training game are designated as factor activation turns. In this case, turn 1 is the first activation timing, turn 31 is the second activation timing, and turn 55 is the third activation timing. In each factor activation turn, it is decided whether or not to activate each factor (inherited character), and if it is decided to activate the factor, the activation conditions for that factor are met, and the effect corresponding to the factor is brought about.
[0150] Whether or not a basic ability factor is activated is determined by a lottery. At this time, the probability of winning the lottery to activate a basic ability factor, that is, the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100%, regardless of the factor level. Also, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. For example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0151] On the inheritance character selection screen 170, the increase in ability parameters during the first turn is displayed. For example, in Figure 9C, one inheritance character constituting the first inheritance group is tentatively selected. In this case, the type of ability parameter that will increase during the first turn due to the tentatively selected inheritance character, and the amount of that increase, are displayed. Here, "+63" is displayed above the Power ability parameter, indicating that the Power ability parameter will increase by 63 points during the first turn. In addition, the ability parameter display section 152a displays the value that includes the increase in the first turn.
[0152] Furthermore, in Figure 9D, two inheritance characters constituting the first and second inheritance groups have been provisionally selected. In this case, the types of ability parameters that will increase in the first turn, and the amount of increase, are displayed for the two provisionally selected inheritance characters. Here, "+21", "+63", and "+42" are displayed above the ability parameters for Speed, Power, and Intelligence, respectively, indicating that in the first turn, the ability parameters for Speed, Power, and Intelligence will increase by 21 points, 63 points, and 42 points, respectively.
[0153] Furthermore, on the inheritance character selection screen 170, the increase in ability parameters due to inheritance characters constituting the first inheritance group and the increase in ability parameters due to inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in Figure 9D, the "+63" displayed above the power ability parameter and the "+21" and "+42" displayed above the speed and intelligence ability parameters are color-coded.
[0154] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. The amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the upper limit of the speed ability parameter of the character being trained will increase by "4" at the first activation timing, and at the second and third activation timings, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0155] Furthermore, if the Speed Factor's factor level is level 2, the first time it is activated, the upper limit of the Speed ability parameter of the character being trained will increase by "9", and the second and third times it is activated, the upper limit of the Speed ability parameter will increase within a range of "1" to "4". Furthermore, if the Speed Factor's factor level is level 3, the first time it is activated, the upper limit of the Speed ability parameter of the character being trained will increase by "16", and the second and third times it is activated, the upper limit of the Speed ability parameter will increase within a range of "1" to "4".
[0156] In this case, at the first activation timing, the upper limit of the ability parameter will always increase by an amount corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not it will activate. If it is determined that it will activate, a lottery is held to determine the amount by which the upper limit will increase. At this time, the probability of it being determined to activate may be set to be higher for higher factor levels. Also, the amount of increase in the upper limit may be set to be higher for higher factor levels.
[0157] Furthermore, the activation of basic ability factors may be determined on a factor-by-factor basis, or it may be determined separately for each utility. For example, when determining the activation of one basic ability factor on a factor-by-factor basis, suppose it is decided that the basic ability factor will be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit of the same ability parameter also increases.
[0158] On the other hand, when the activation of a single basic ability factor is determined for each utility, the decision of whether or not to increase the value of the ability parameter and the decision of whether or not to increase the upper limit are made by separate draws. Therefore, in this case, for example, only one of either the value of the ability parameter or the upper limit of the ability parameter may increase. In any case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the main training game, the value of the ability parameter and the upper limit increase according to the factor level.
[0159] As shown in Figures 9C and 9D, the initial upper limit of the ability parameters displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value that includes the added value of the upper limit increased by the basic ability factor. In this way, the convenience of selecting an inheritance character is improved by displaying an initial upper limit that takes into account both the initial added value for the scenario and the added value from the basic ability factor.
[0160] The aptitude factors shown in Figure 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, sprint factor, mile factor, middle-distance factor, and long-distance factor. The character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, sprint aptitude, mile aptitude, middle-distance aptitude, and long-distance aptitude, respectively. For example, if a first-generation or second-generation inherited character being trained includes a character that possesses the turf factor, the turf aptitude parameter of the character being trained will increase.
[0161] Furthermore, aptitude factors also have activation timings and conditions, and whether or not they activate is determined for each aptitude factor during the same factor activation turn as basic ability factors. If an aptitude factor is determined to activate, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0162] For example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are turf factor, sprint factor, and mile factor, respectively, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and middle-distance factor, respectively. In this case, the training character's turf aptitude and sprint aptitude will each increase by two levels, and its mile aptitude and middle-distance aptitude will each increase by one level.
[0163] Furthermore, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all sprint factors. In this case, the training character's turf aptitude and sprint aptitude will each increase by 3 levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and mile factor, respectively. In this case, the training character's turf aptitude will increase by 4 levels, and its sprint aptitude and mile aptitude will each increase by 1 level.
[0164] However, in the first turn, there is a limit to the increase in aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the grass aptitude of the character being trained is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.
[0165] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated, based on its level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, a level 2 aptitude factor to 3%, and a level 1 aptitude factor to 1%. If the activation of an aptitude factor is determined by the lottery in turn 31 or 55, the aptitude parameter corresponding to that aptitude factor will increase. Note that in turns 31 and 55, the upper limit for each aptitude is raised from A to S. Therefore, in turns 31 and 55, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.
[0166] Furthermore, the aptitude parameter display section 152b on the inheritance character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0167] Race Factors increase the ability parameters of the character being trained. Race Factors are assigned to each of the high-difficulty races (such as GI races) that can be entered in the main training game (hereinafter referred to as "factor-targeted races"). At the end of the training game, a lottery is held to determine whether or not the character being trained acquires a race factor for each factor-targeted race in which they finished first. If the character wins this lottery, they acquire a race factor.
[0168] Furthermore, each race factor has a factor level, and the factor level is determined by lottery for each race factor that is acquired. Also, there is no upper limit to the number of race factors that a single character can acquire; a character can acquire multiple race factors.
[0169] Each race factor has a predetermined ability parameter that it increases upon activation, along with the value of that increase. For example, some race factors increase the speed ability parameter, while others increase the power ability parameter. In this case, the value of the ability parameter increase increases with higher factor levels.
[0170] Furthermore, each race factor has its own activation timing and conditions, and it is decided whether or not to activate each race factor during its activation turn. If a race factor is activated, the ability parameter corresponding to that race factor will increase. Note that race factors can only be activated during turns 31 and 55. Also, the probability of a race factor activating during its activation turn varies depending on the factor level, with higher factor levels resulting in a higher activation probability.
[0171] Character factors are unique to each character. For example, if a character that has been strengthened to a certain level is used as the target character for training, the character factors set for that character will be automatically assigned to the training character upon completion of the training game. Since only one character factor is set per character, a training character can acquire a maximum of one character factor. Furthermore, if a training character is generated based on a character that has not been strengthened to a certain level, it will not acquire any character factors.
[0172] Furthermore, character factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. When a character factor is activated, a hint event set for each character factor occurs, and as mentioned above, hints for skills can be obtained. In addition, when a character factor is activated, the upper limit of a predetermined ability parameter increases.
[0173] Figure 12B illustrates the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timings. However, character factors can also be activated during the first activation timing. If a character factor is activated during the first activation timing, as described above, the character being trained will gain skill hints, but the upper limit of ability parameters will not increase.
[0174] Furthermore, when a character factor is activated for the second or third time, in addition to gaining a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". The amount of the increase in the upper limit is determined, for example, by a lottery. In this case, it may be set so that the higher the factor level, the greater the increase.
[0175] Furthermore, in this embodiment, the ability parameters whose upper limits increase upon activation of a character factor are predetermined for each character factor. For example, character factor A increases the upper limit of stamina by 3 to 6, while character factor B increases the upper limit of speed by 1 and the upper limit of tenacity by 2, or increases the upper limit of speed by 2 and the upper limit of tenacity by 2. The activation of a character factor may be determined on a factor-by-factor basis, similar to the basic ability factors described above, or it may be determined separately for each effect.
[0176] The skill factors shown in Figure 11 are awarded based on the skills acquired by the character being trained. Specifically, at the end of the training game, a lottery is held to determine whether or not the character acquires a skill factor for each skill they have acquired. If the character wins this lottery, the character is awarded a skill factor. In other words, the character being trained can acquire some or all of the skill factors corresponding to the skills they have acquired. Once the acquisition of a skill factor is decided, the factor level of that skill factor is determined by a lottery.
[0177] Furthermore, skill factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. The higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event, specific to that skill factor, occurs, allowing the character to acquire hints about the skill. This enables the character being trained to acquire skills similar to those already acquired by inherited characters, etc.
[0178] Thus, whether or not a character acquires a skill factor depends on the range of skills already acquired by the character being trained. Therefore, the more skills a character has already acquired, the higher the probability of acquiring a skill factor. However, since the acquisition of skill factors is determined by a lottery, even if a character has acquired many skills, they may not acquire any skill factors.
[0179] In this example, the character being trained acquires skill factors in addition to the skills they have already acquired. However, it is also possible to determine the skills that the character being trained can acquire based on the skills already acquired by the character being trained as an inheritance character, without introducing skill factors.
[0180] As described above, the ability parameters of the character being trained change significantly depending on the inheritance character included in the deck. Furthermore, even if the character being trained has high abilities, whether or not factors are acquired is determined by chance, so a character with high abilities is not necessarily suitable as an inheritance character. On the other hand, even if the character being trained does not have high abilities, it may still function effectively as an inheritance character by acquiring many factors with high factor levels. Thus, by making it possible to include inheritance characters in the deck, the game offers the added interest of not only training powerful characters, but also training characters that are effective as inheritance characters.
[0181] Furthermore, in this embodiment, compatibility is determined between the character being trained, the first-generation inherited character being trained, and the second-generation inherited character being trained. When the characters are a compatible combination, the conditions for activating the factor become more favorable.
[0182] Figure 13A is a diagram illustrating the targets for compatibility determination, and Figure 13B is a diagram illustrating the items for compatibility determination. As shown in Figure 13A, in this embodiment, seven targets for determination are provided, numbered from No. 1 to No. 7. The first target for determination (No. 1) is the current target character for development, and the first generation character for development in the first inheritance group. The second target for determination (No. 2) is the current target character for development, and the first generation character for development in the second inheritance group.
[0183] The third set of characters to be evaluated (No. 3) are the first-generation inheritance characters in the first inheritance group and the first-generation inheritance characters in the second inheritance group. The fourth set of characters to be evaluated (No. 4) are the current character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of one of the second-generation inheritance characters in the first inheritance group (character A). The fifth set of characters to be evaluated (No. 5) are the current character to be evaluated, the first-generation inheritance characters in the first inheritance group, and the character of the other of the second-generation inheritance characters in the first inheritance group (character B).
[0184] The sixth set of characters to be evaluated (No. 6) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and one of the second generation of inheritance characters in the second inheritance group (character A). The seventh set of characters to be evaluated (No. 7) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and the other of the second generation of inheritance characters in the second inheritance group (character B).
[0185] For each of the above evaluation targets, the presence or absence of conditions is determined for each of the multiple evaluation items. Figure 13B shows an example of evaluation items. In this embodiment, the game world is set up so that the selectable characters to be trained are students, and each character undergoes training at school.
[0186] Furthermore, as shown in Figure 13B, each character has pre-defined settings such as grade level, colleague status, and friendship status. The evaluation criteria include, for example, whether the two or three characters being evaluated are in the same grade, colleagues, or friends. The evaluation criteria also include whether the characters being evaluated have matching running styles, distance suitability, and track suitability.
[0187] Each evaluation criterion is associated with an expected compatibility value, and the expected compatibility values of the evaluation criteria that are met between the characters being evaluated are accumulated. Here, the expected compatibility value differs depending on the evaluation criterion, but the expected compatibility value may be the same for all evaluation criteria.
[0188] For example, when determining compatibility, the first step is to determine whether all the criteria are met between the current character being trained (the first target of the assessment) and the first-generation character being trained in the first inheritance group. At this time, the expected compatibility value associated with the criteria that are met is accumulated and counted. In this way, the expected compatibility value is counted sequentially from the first to the seventh target of the assessment, and finally, the activation probability of the factors is corrected based on the calculated expected compatibility value. In other words, the higher the expected compatibility value, the higher the activation probability of all factors, and the lower the expected compatibility value, the lower the activation probability of all factors.
[0189] Furthermore, the calculated compatibility expectation value may be used as a correction value to calculate the activation probability. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0190] Thus, since the probability of factor activation differs depending on the compatibility between the character being trained and the inheriting character, or between the inheriting characters themselves, the combination of two inheriting characters will have a significant impact on the training of the character being trained. In other words, character compatibility is an important factor when selecting inheriting characters.
[0191] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level of the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, the compatibility mark is not displayed when no inheritance character is selected.
[0192] Furthermore, as shown in Figure 9B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting order and filter of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters.
[0193] <Register your support card> Figure 14A is the first diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 14A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 and a start operation section 193 are displayed at the bottom of the support card formation screen 190.
[0194] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.
[0195] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.
[0196] Figure 14B is a diagram illustrating the support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card formation screen 190 in Figure 14A, the support card selection screen 200 shown in Figure 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0197] Although not shown in the diagram, when the support card display frame 192 in the lower right corner of the support card formation screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.
[0198] Figure 15A is a diagram illustrating the support card table. As shown in Figure 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with one character ID. To put it another way, each support card is always associated with one support character.
[0199] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.
[0200] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.
[0201] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.
[0202] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.
[0203] Figure 15B is a diagram illustrating support effects. As shown in Figure 15B, each support card has multiple support effects stored within it. Support effects increase various stats in the main training game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.
[0204] Figure 15C is a diagram illustrating the skills possessed. As shown in Figure 15C, each support card has multiple skills assigned to it. In this embodiment, just as each character possesses skills, support cards are also associated with skills. The skills assigned to each support card become available to the player's chosen character during training when hint events occur during the main training game.
[0205] Figure 15D is a diagram illustrating support events. As shown in Figure 15D, each support card has multiple support events associated with it. Support events are events that may occur during the main training game. When a support event occurs, the values of various stats in the main training game may increase or decrease.
[0206] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.
[0207] Support events may include hint events and ability events. Hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training is performed as described later in the training game. Ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training is performed in the training game.
[0208] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical values of a character's ability parameters. Hereafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0209] Figure 14C is a second diagram illustrating the support card configuration screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 14C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 14A.
[0210] Furthermore, when the return operation unit 153 is operated on the support card formation screen 190, the inheritance character selection screen 170 shown in Figure 9D is displayed on the display 26. Also, as shown in Figure 14C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 shown in Figure 16A is displayed.
[0211] Figure 16A is a diagram illustrating the final confirmation screen 205. Figure 16B is a diagram illustrating the preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the characters to be trained that make up the first inheritance group, the characters to be trained that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays the preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0212] Here, a preset is reservation information for a race in which the character being trained will participate in the main training game. The player can create a preset by selecting any race from all available races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in Figure 16B is displayed.
[0213] The preset selection screen 205A displays preset load buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset load buttons 206a and then tapping the select control 206c. When the select control 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, if the cancel control 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0214] Furthermore, if the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card formation screen 190 will be displayed. On the other hand, if the start operation unit 205b is tapped, as shown in Figure 4, the starting members will be registered, and then the top screen 210 (Figure 20) will be displayed on the display 26.
[0215] <Registration of Participating Members> Figure 17A is a diagram illustrating the character types. Figure 17B is a diagram illustrating the member ID. As described above, the training game of this embodiment has multiple scenarios. Players can select a scenario to play the main training game. In any scenario, the main objective of the main training game is to increase the ability parameters of the character being trained through training.
[0216] On the other hand, the training-focused game has a storyline set for each scenario, and the game progresses according to the story. Here, we will describe a scenario in which the training target character and 15 other characters are set as the main characters. In the preparation stage, 15 characters are determined as the main characters. Hereafter, the training target character and the 15 characters set as the main characters will be collectively referred to as the "participating members." In the scenario of this embodiment, the performance of the robots appearing in the scenario is enhanced by using the tuning function described later, and the participating members aim to improve their abilities through training, thus creating a storyline.
[0217] The characters that can appear are those linked to character cards or support cards provided by the game's operators. As shown in Figure 17A, characters that can be selected as appearing members are assigned a priority order, and the characters with the highest priority are selected first. In this case, scenario-linked characters have the highest priority.
[0218] Scenario Link Characters are essential characters in the story of the main training game, and in this embodiment, six characters are pre-set as Scenario Link Characters. Note that different Scenario Link Characters may be set for each scenario. If the character being trained is not a Scenario Link Character, the six Scenario Link Characters are determined to be the characters appearing in the game. If the character being trained is a Scenario Link Character, the other five Scenario Link Characters are determined to be the characters appearing in the game.
[0219] Once the scenario-linked characters are determined to be part of the playable members, the support characters are then determined to be part of the playable members. As mentioned above, support characters are characters associated with support cards. Here, support characters have a higher priority than scenario-linked characters. In the preparation phase, six support cards are assembled into a deck. Therefore, the playable members may include six support characters associated with the support cards assembled into the deck.
[0220] However, if the character associated with a support card is a scenario link character, that character is already determined to be a playable member as a scenario link character. For example, suppose two of the six support cards in a deck are associated with scenario link characters. In this case, since the two support characters are already determined to be playable members as scenario link characters, the other four support characters are determined to be playable members.
[0221] While a detailed explanation is omitted here, support characters include characters that can be set as training targets and special characters that cannot be set as training targets. Special characters are pre-set so that they cannot be determined as participating members. Therefore, if all six support cards in a deck are linked to special characters, the number of support characters determined as participating members will be 0. Note that special characters are not included in scenario link characters. However, special characters may be set as scenario link characters. Also, if a special character is a support character, that special character may be determined as a participating member.
[0222] Once the playable members are determined from the scenario link characters and support characters, the remaining members are determined from the other eligible characters. These other eligible characters are those who can be selected as playable members, excluding the training target characters, scenario link characters, and support characters. Note that special characters are not included in this group of eligible characters.
[0223] For example, if 10 characters have already been selected from scenario link characters and support characters, then 5 more characters will be selected from the remaining eligible characters. In this case, the remaining eligible characters are extracted, and the characters to be selected as members are determined by lottery from among the extracted characters. Alternatively, for example, a priority order may be set for characters to fill in the missing members, and the characters with the highest priority may be selected as members in order.
[0224] Each character selected to appear in the game is assigned a member ID. As shown in Figure 17B, member IDs from 01 to 15 are provided. Once the character to be trained, the character to be inherited, the support character (support card), and the appearing members are registered and stored, the preparation phase is completed and the game moves on to the training phase.
[0225] <Cultivation Stage Processing> Once the preparation phase is complete, the training phase begins. This training phase allows the main training game to progress, enabling the development of the target character. For ease of understanding, the basic flow of the main training game will be explained below.
[0226] Figure 18 is a diagram illustrating the commands in each turn. Figure 19 is a diagram illustrating the correspondence between the number of turns and the duration. In the scenario of this embodiment, a goal to be achieved during the training game is set for the training target character. Here, the goal is set for the training target character based on the scenario ID registered in the preparation stage processing. Note that the goal set for the training target character may differ for each character selected as the training target character, or it may be common to all characters.
[0227] The main training game consists of turns 1 through 78, as shown in Figure 18. Here, as shown in Figure 19, turns 1 through 24 are called the Junior class, turns 25 through 48 are called the Classic class, turns 49 through 72 are called the Senior class, and turns 73 through 78 are called the Final period.
[0228] Furthermore, turns 37 to 40 and turns 61 to 64 are referred to as the summer training camp period or summer training camp. In the Classic class, turns 25 to 36 before the summer training camp constitute the first half of the Classic class, and turns 41 to 48 after the summer training camp constitute the second half of the Classic class. Similarly, in the Senior class, turns 49 to 60 before the summer training camp constitute the first half of the Senior class, and turns 65 to 72 after the summer training camp constitute the second half of the Senior class.
[0229] In each turn, the player selects one of several commands to specify the actions of the character being trained, thereby advancing the main training game. The commands available to the player are broadly divided into two categories: first commands, which end the turn upon execution, and second commands, which do not end the turn even if executed. When a first command is selected in each turn, the turn ends and the game moves to the next turn. In each turn, various parameters are updated according to the first command selected by the player. In addition, if a second command is selected, certain parameters may also be updated. The commands are explained below.
[0230] Figure 20 is a diagram illustrating the top screen 210. When the training stage is initiated, the top screen 210 shown in Figure 20 is displayed on the display 26. At the top of the top screen 210, the stamina display section 211 and the condition display section 212 are displayed. The character being trained has a "stamina" parameter associated with it. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as will be described later. The stamina display section 211 displays the remaining amount of the character being trained's "stamina" relative to the upper limit of "stamina," allowing for a visual understanding of the character's current "stamina."
[0231] In addition, the character to be trained has a parameter of "condition". The condition display unit 212 displays the "condition" of the current character to be trained visually in multiple levels (five levels: extremely poor condition, poor condition, normal condition, good condition, and extremely good condition). The higher the parameter of "condition", the more advantageous the race development of the character to be trained, and the greater the increase value of the ability parameter by training.
[0232] Also, as shown in FIG. 20, in the central part of the top screen 210, an image A of the character to be trained, a status display unit 213, and a skill point display unit 214 are displayed. The status display unit 213 displays the status of the current character to be trained. In the status display unit 213, the status of the character to be trained is shown by a numerical value and an alphabet indicating a rank separated for each numerical value. Specifically, in this embodiment, the numerical values and ranks of each ability parameter of speed, stamina, power, determination, and wisdom are displayed. Also, the skill point display unit 214 shows the number of skill points possessed by the character to be trained numerically.
[0233] Also, as shown in FIG. 20, at the lower part of the top screen 210, a rest operation unit 215a, a training operation unit 215b, a skill operation unit 215c, a school infirmary operation unit 215d, an outing operation unit 215e, a lab operation unit 215f, and a race operation unit 215g are displayed.
[0234] The rest operation unit 215a, the training operation unit 215b, the school infirmary operation unit 215d, the outing operation unit 215e, and the race operation unit 215g correspond to the commands of "rest", "training", "school infirmary", "outing", and "race" respectively. These commands are classified as the first commands to end the current turn. That is, in each turn, any one of the commands corresponding to the rest operation unit 215a, the training operation unit 215b, the school infirmary operation unit 215d, the outing operation unit 215e, and the race operation unit 215g can be selected.
[0235] However, as described above, goals are set for the characters to be trained. The goals set for the characters to be trained include goals such as participating in a preset target race and achieving a predetermined result in the target race. In this way, in the turn in which the target race is set (hereinafter referred to as the target turn), the race operation unit 215g is operable, and the rest operation unit 215a, the training operation unit 215b, the infirmary operation unit 215d, and the going-out operation unit 215e are inoperable.
[0236] Note that in the target turn, the rest operation unit 215a, the training operation unit 215b, the infirmary operation unit 215d, and the going-out operation unit 215e are grayed out and displayed, and the player's operations are not accepted. Therefore, in the target turn, the player must operate the race operation unit 215g to make the character to be trained participate in the race.
[0237] The player can select the "Rest" command by operating the rest operation unit 215a. When "Rest" is selected, the physical strength of the character to be trained is restored. Also, the player can select the type of training to be executed on the character to be trained by operating the training operation unit 215b.
[0238] In addition, the player can select the "Skill" command by operating the skill operation unit 215c. When "Skill" is selected, the player can consume skill points to acquire any skill. Note that the skill operation unit 215c is set to be always operable in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end. Therefore, the "Skill" command is classified as the second command.
[0239] Additionally, the player can select the "Infirmary" command by operating the infirmary control unit 215d. Selecting "Infirmary" may eliminate negative parameters of the character being trained. While a detailed explanation is omitted here, the character being trained may have negative parameters that make game progression difficult.
[0240] In the training-focused game, there are events that can result in acquiring negative parameters. When these events occur, the character being trained will acquire negative parameters. Additionally, the character may acquire negative parameters if training fails. If the "Infirmary" is selected while the character has acquired negative parameters, these parameters may be removed. However, selecting the "Infirmary" may not always remove the negative parameters. Furthermore, selecting the "Infirmary" may also restore stamina. Note that when the character being trained does not have negative parameters, the Infirmary control unit 215d is grayed out, as shown in Figure 20, and input to the Infirmary control unit 215d is disabled.
[0241] Additionally, the player can select the "Go Out" command by operating the Outing Control Unit 215e. When "Go Out" is selected, the condition of the character being trained will improve.
[0242] Additionally, players can select the type of race to enter their training character by operating the race control unit 215g. When any of the commands "Rest," "Training," "Infirmary," "Go Out," or "Race" are executed, the current turn ends and the game moves to the next turn.
[0243] As shown in Figure 20, the overdrive operation unit 216 is displayed in the upper left of the status display unit 213. The overdrive operation unit 216 is set to be operable only once per turn when certain conditions are met. However, the overdrive operation unit 216 may be operable more than once per turn. The player can select an overdrive command by operating the overdrive operation unit 216. Even if the player uses the overdrive function by operating the overdrive operation unit 216, the turn does not end. Therefore, the overdrive command is classified as a second command. Details of this overdrive command and the overdrive function will be described later.
[0244] Furthermore, the player can check the settings of the tuning function, which will be described later, by operating the lab control unit 215f. Details of this tuning function will be described later.
[0245] Figure 18 shows an example of commands that the player can select in each turn. In Figure 18, ◎ indicates that the command must be selected, ○ indicates that it is selectable, and × indicates that it is not selectable. Additionally, △ indicates that the command may or may not be selectable depending on the various parameters associated with the character being trained at the start of each turn.
[0246] In this example, "Race" is unavailable from turn 1 to turn 10. Additionally, turns 11, 24, 60, 74, 76, 78, etc., where a ◎ is marked in the "Race" column in the diagram, are the target turns mentioned above. During the target turns, the commands "Rest," "Training," "Go Out," and "Infirmary"—that is, commands classified as the first command other than "Race"—become unavailable.
[0247] Each character being trained has a pre-set target race and objectives for that race. The objective is a specific finishing position for each target race. Therefore, the player must enter the character being trained in the target race during the target turn. If the objectives for the target race are not met, the main training game ends.
[0248] Furthermore, the goals set for the target turn are not limited to the finishing position in the target race. For example, goals other than those related to the target race may be set for the target turn, such as winning three or more races of any choice by the target turn, or increasing the number of fans to a predetermined number as described later.
[0249] Furthermore, in this embodiment's scenario, evaluation events and tuning events are executed after the end of predetermined turns. Here, as shown in Figure 18, a total of five evaluation events, from the 1st to the 5th, are executed after the end of turns 24, 36, 48, 60, and 72. In addition, a tuning event is executed after the end of each evaluation event. Also, as shown in Figure 18, a tuning event is executed after the end of turn 2.
[0250] As will be explained in more detail later, evaluation events result in one of three outcomes: "Success," "Great Success," or "Super Success." When an evaluation event is executed, tuning points, as described later, are awarded according to the result of the executed evaluation event. The result of the evaluation event is determined based on the research level, which will be described later. In this embodiment, the research level can be increased through training.
[0251] As shown in Figure 20, the top left of the top screen 210 displays the number of turns remaining until the next target turn and the number of turns remaining until the next evaluation event. The top screen 210 also includes a research level display unit 218 that displays information about the research level. The research level display unit 218 will be described later.
[0252] Figure 21 is a diagram illustrating the training screen 220. When the training operation unit 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. As shown in Figure 21, the bottom of the training screen 220 is provided with operation units corresponding to each training item. Here, the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, and intelligence operation unit 221e are provided as operation units for executing training commands. Hereafter, the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, and intelligence operation unit 221e may be collectively referred to simply as the item operation unit 221.
[0253] When the player operates the item operation unit 221, the training item corresponding to the item operation unit 221 that was operated is put into a provisional selection state. At this time, the item operation unit 221 corresponding to the provisionally selected training item is highlighted. For example, Figure 21 shows the stamina operation unit 221b in a provisional selection state.
[0254] Then, when an operation input is made again for the item operation unit 221 that is in a provisional selection state, the training command corresponding to the item operation unit 221 that was operated on is executed. Specifically, when an operation input is made again for the speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, tenacity operation unit 221d, and intelligence operation unit 221e that are in a provisional selection state, training for speed, stamina, power, tenacity, and intelligence is executed, respectively.
[0255] Here, the training levels for each training item are also displayed on the speed operation unit 221a, the stamina operation unit 221b, the power operation unit 221c, the determination operation unit 221d, and the wisdom operation unit 221e. The training level is a parameter that increases based on the number of training times for each training item. The higher the training level, the greater the increase value of the ability parameter when the training is successful. The training level is initially set to level 1 and can increase up to level 5 at most.
[0256] FIG. 23 is a diagram for explaining the training level. As shown in FIG. 23, the training level increases according to the number of successful times of each training item. Specifically, the training level is provided for each of the five training items of speed, stamina, power, determination, and wisdom. For example, when the number of successful times of the "speed" training is 0 to 4 times, the training level of speed is "1". And as the number of successful times of the "speed" training increases, the training level of speed increases as shown in the figure.
[0257] Here, it is assumed that the training level increases according to the number of successful times of the training, but the training level may also increase according to the number of execution times of the training. Also, the parameter for increasing the training level is not limited to the number of successful times and the number of execution times of the training.
[0258] Also, on the training screen 220, an effect is executed in which the image A of the character to be trained and the image B of the robot appearing in the scenario perform operations in a predetermined manner corresponding to the temporarily selected training item and the training level of the training item. That is, when the temporarily selected training item is switched, the operation modes of the image A of the character to be trained and the image B of the robot appearing in the scenario on the training screen 220 are switched.
[0259] In this embodiment, when the training selected by the player is executed successfully, the value of a predetermined ability parameter increases according to the training item that was executed.
[0260] Specifically, in this embodiment, speed training is performed, and if successful, the values of the speed and power capability parameters increase.
[0261] Additionally, if stamina training is performed and successful, the values of the stamina and tenacity ability parameters will increase.
[0262] Additionally, if power training is performed and successful, the values of the stamina and power ability parameters will increase.
[0263] Additionally, if the grit training is performed and successful, the values of the speed, power, and grit ability parameters will increase.
[0264] Additionally, if intelligence training is performed and successful, the values of the speed and intelligence ability parameters will increase.
[0265] Furthermore, if you successfully train in speed, stamina, power, or perseverance, your physical strength will decrease. On the other hand, if you successfully train in intelligence, your physical strength will increase.
[0266] In this embodiment, the value of the ability parameter that increases upon successful training is calculated by adding a bonus value to a fixed increase value determined in accordance with the training items and training level performed, and then adding this bonus value to the fixed increase value.
[0267] Figure 24A illustrates the table for increasing fixed values (speed). Figure 24B illustrates the table for increasing fixed values (power). Specifically, Figure 24A shows the increasing fixed values when the training item is speed. Figure 24B shows the increasing fixed values when the training item is power.
[0268] As shown in Figures 24A and 24B, the fixed increase value table stores the fixed increase values determined in accordance with the training items and training levels performed. Furthermore, in this embodiment, as shown in Figures 24A and 24B, the ability parameters are set to increase more significantly as the training level increases.
[0269] Although not described here, tables showing the fixed increase values for stamina, perseverance, and intelligence are also provided for each training item.
[0270] Returning to Figure 21, the failure rate display unit 222 is displayed on the provisionally selected speed control unit 221a, stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e. The failure rate displayed numerically on the failure rate display unit 222 is set to increase inversely proportional to the remaining stamina displayed on the stamina display unit 211.
[0271] Furthermore, the status display unit 213 displays the increase in ability parameters when training corresponding to the item operation unit 221 in the tentatively selected state is successful. In the examples shown in Figures 21 and 22B, the stamina operation unit 221b is tentatively selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display unit 213. In the example shown in Figure 22A, the power operation unit 221c is tentatively selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213.
[0272] Furthermore, if training is performed successfully, a predetermined event may occur. In this case, an event notification display 223 is displayed on the item operation unit 221 corresponding to the training item in which the predetermined event occurs. Note that the event notification display 223 can be displayed in different ways depending on the type of event.
[0273] Additionally, during turns in which training can be performed, characters may be assigned to each training item. The main characters assigned to training items are support characters, scenario link characters, and story characters set for each scenario. During turns in which training can be performed, whether or not a character can be assigned to a training item, and which training item they are assigned to, is determined by lottery. Hereafter, characters assigned to training items will be referred to as assigned characters.
[0274] Figure 25 illustrates the allocation ratio for training items. Player terminal 1 and server 1000 store allocation determination tables, and based on these tables, the training items to which characters are allocated are determined. In this embodiment, the training items to which all support characters, scenario link characters, story characters, and other appearing members are allocated are determined based on character identification information.
[0275] Here, a placement decision table is provided for each character identification information, and the placement ratio for each training item differs for each placement decision table. Specifically, according to the placement decision table for support characters and scenario link characters, the decision to not place them in any training ("None" in the diagram) is set at 10%, and the decision to place them in the speed, stamina, power, tenacity, and intelligence training items ("Speed", "Stamina", "Power", "Tenacity", "Intelligence" in the diagram) is set at 18% each. This placement decision table for support characters and scenario link characters is used when the character whose placement is to be determined is set as both a support character and a scenario link character.
[0276] Furthermore, according to the placement determination table for scenario link characters, there is a 20% chance of not placing the character in any training, and a 16% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for scenario link characters is used when the character in question is not set as a support character but is set as a scenario link character.
[0277] Furthermore, according to the placement determination table for support characters, there is a 30% chance of not placing the character in any training, and a 14% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for support characters is used when the character in question is set as a support character but not as a scenario link character.
[0278] Furthermore, according to the placement determination table for other characters, there is a 50% chance of not placing the character in any training, and a 10% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. The placement determination table for other characters is used when the character in question is not set as a support character or a scenario link character. Note that the placement determination table for other characters may also be used, for example, when the character in question is a story character.
[0279] Support cards (support characters) have a designated specialty training. If the target character is a support character, the placement determination table shown in Figure 25 may be modified to increase the probability of selecting the specialty training set on the support card. Additionally, some or all support cards (support characters) may be associated with an effect that increases the probability of being placed in a specific training item. Support characters to which such effects are associated will be modified to increase the probability of being placed in the specific training item.
[0280] Each training item has a maximum number of characters that can be placed. In this case, the maximum number of characters that can be placed in all training items is set to "5". Therefore, the maximum number of characters that can be placed in training item 1 is "5".
[0281] As mentioned above, the training items to which a character is associated are determined for each character. The order in which characters are assigned to training items is arbitrary. For example, if a training item to which a character has been assigned has already been filled to its maximum number of characters, it may be decided that the character will not be assigned to any training item. Alternatively, training items that have already reached their maximum number of characters may be excluded from the draw, and the probability of placement in other training items may be changed.
[0282] However, there is no mandatory limit on the number of characters that can be placed; the characters may be assigned to training items according to the lottery results. Furthermore, there are no specific restrictions on how to determine which training items a character will be assigned to.
[0283] As described above, once the assigned characters are determined, they are linked to each training item. This linked information between training items and assigned characters is then stored in player terminal 1 and server 1000.
[0284] As shown in Figure 21, in the upper right corner of the training screen 220, a placement character icon 224 corresponding to the placement character placed in training is displayed for each item of the provisionally selected item operation unit 221. If the training is successful, a predetermined event associated with the placement character may occur. In this case, an event notification display 223 is displayed on the corresponding placement character icon 224.
[0285] Furthermore, if a training session linked to a specific character is successful, the parameter increase of the character being trained will be higher than if a training session without any linked characters were successful. In the following, training sessions with characters assigned will be referred to as joint training.
[0286] As described above, upon successful training, the ability parameters predetermined for each training session increase. In this embodiment, numerous conditions for adding ability parameters are provided. These conditions include the presence of a designated character. Therefore, in training sessions in which a designated character is present, a predetermined addition value is added to the fixed increase value. In this embodiment, the addition conditions are also met based on the settings of the tuning function described later and the use of the overdrive function described later. Furthermore, the addition conditions may also be met based on the current research level. Additionally, for example, a growth rate may be predetermined for each training item for each character being trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.
[0287] Thus, when the addition condition is met, the added value is added to the fixed increase value, or a predetermined addition rate is applied. Finally, the calculated value is multiplied by the friendship bonus addition rate, which will be described later.
[0288] Below the character icon 224, the bond gauge 224a is displayed. The bond gauge 224a visually displays the bond parameter associated with the character. When a character successfully completes the training associated with that character, the character's bond parameter increases. The higher the bond parameter value, the greater the increase in the character's ability parameters upon successful training.
[0289] Furthermore, if a support character with a bond parameter above a certain value is placed in a designated training item, the training item will be set to a state where friendship training can occur. If a training item with the friendship training possible state is selected and the training is successful, friendship training will occur. In other words, if training in the friendship training possible state is successful, a normal joint training session will be upgraded to friendship training. In friendship training, the increase in the ability parameters of the character being trained will be greater than in normal joint training.
[0290] Each support card (support character) is associated with one of five training items: speed, stamina, power, tenacity, or intelligence, as its specialty training. The conditions for enabling friendship training are that the support character is assigned to its specialty training, and that the support character's bond parameter is above a certain value.
[0291] Therefore, if a support character with a bond parameter above a predetermined value is placed in the training of that support character based on a predetermined probability, the "Friendship Training Available" state is set for that training item. When a training item with the "Friendship Training Available" state is selected and this training is successful, the ability parameters of the character being trained will increase significantly compared to normal joint training.
[0292] Specifically, once the characters to be placed are determined, the conditions for enabling friendship training are set. For example, among the characters placed in the training item, support characters are extracted. Then, it is determined whether the conditions for enabling friendship training are met for the extracted support characters. As mentioned above, the conditions for enabling friendship training are set as follows: the training item to which the support character is placed is a specialty training, and the bond parameter associated with the support character is above a predetermined value.
[0293] Then, information about the possibility of triggering friendship training is linked to support characters that meet the conditions for triggering friendship training. In addition, information about the possibility of triggering friendship training is also linked to training items where support characters that meet the conditions for triggering friendship training are placed. This sets the state in which friendship training can be triggered.
[0294] For training sessions where the "Friendship Training Activation Possible" state is set, the friendship bonus rate is multiplied when calculating the increase in ability parameters. In other words, the friendship bonus rate is used when the "Friendship Bonus Activation Possible" state is set for a training item. At this time, the friendship bonus rate is calculated for each character placed in the training item.
[0295] For example, suppose the friendship bonus rate is 20%, and three characters with the friendship bonus activation state enabled are placed in the same training item. In this case, the friendship bonus rate becomes 60%. In this way, the increase in ability parameters becomes larger when the friendship bonus rate is multiplied.
[0296] Furthermore, support cards (support characters) may include support cards (support characters) that do not have a preferred training associated with them. For support cards (support characters) that do not have a preferred training associated with them, regardless of the training item they are assigned to, the condition that the support character's bond parameter is above a predetermined value may be set to enable friendship training. Alternatively, support cards (support characters) that do not have a preferred training associated with them may not have the friendship training enablement state set.
[0297] Figure 22A is a diagram illustrating the training result notification screen 220a. As described above, when an operation input is made again for the item operation unit 221 that is in a provisional selection state, training corresponding to the item operation unit 221 that was operated on is executed. When the training is executed, the training result notification screen 220a is displayed on the display 26. The training result notification screen 220a displays an image indicating whether the training was successful or unsuccessful.
[0298] Although not shown in the diagram, when a normal joint training session is performed, the training result notification screen 220a displays an image of the character being trained performing the training. A separate image is provided for each training item. Furthermore, each training item has both a success pattern displayed when the training is successful and a failure pattern displayed when the training fails.
[0299] Furthermore, if a training session is successfully completed and the "Friendship Training Activation Possible" state is set, a special animation for Friendship Training will be performed. This special animation for Friendship Training includes the display of a support character on the training result notification screen 220a. The support character displayed at this time is a character that meets the conditions for setting the "Friendship Training Activation Possible" state.
[0300] For example, suppose character A, a support character, is placed in the speed training item. At this time, suppose character A's bond parameter is above a predetermined value, and character A (support card)'s specialty training is speed. In this case, the speed training item becomes eligible for friendship training. In this state, suppose the speed training item is selected and the speed training is successful. In this case, an image including character A will be displayed on the training result notification screen 220a.
[0301] Furthermore, in a single turn, multiple support characters placed in the same training item may also meet the conditions for triggering friendship training. For example, suppose four support characters, A, B, C, and D, are placed in the stamina training item. In this case, suppose all four characters, A, B, C, and D, meet the conditions for triggering friendship training. In this case, a special friendship training animation will be executed on the training result notification screen 220a, in which characters A, B, C, and D will be displayed simultaneously or in sequence.
[0302] Furthermore, the special animation for friendship training involves a character who has met the conditions for triggering friendship training training training together with the character being trained. Therefore, it can be said that the conditions for triggering friendship training training are set not only for training items but also for support characters.
[0303] Although not shown in the diagram, the placement character icon 224 corresponding to the placement character for which the friendship training is enabled is displayed with an effect superimposed. This allows the player to identify which placement character will be eligible for friendship training. Furthermore, when the friendship training is enabled for any training item, the effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can also see on the top screen 210 that the friendship training has been enabled.
[0304] Furthermore, on the training results notification screen 220a, the ability parameters in the status display unit 213 are updated and displayed. In other words, the ability parameters of the character being trained corresponding to the training item selected by the player are updated.
[0305] Here, the values of the ability parameters that increase upon successful training, as displayed in the status display unit 213 in Figure 21, are added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If any of the speed, stamina, power, or tenacity training is successful, stamina decreases. On the other hand, if the intelligence training is successful, stamina recovers.
[0306] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).
[0307] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.
[0308] Figure 22B is a diagram illustrating the event screen 220b. After the training results notification screen 220a finishes displaying, the event screen 220b may appear on display 26. Various events are executed on the event screen 220b. Note that multiple events may occur in a single turn.
[0309] For example, if the first or second hint event occurs, a hint for a skill will be obtained. Once a hint for a skill is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the execution of races, which will be described later.
[0310] The events include the first and second hint events, which provide hints for skills, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase or decrease condition, and events that decrease condition. As will be explained in more detail later, some events occur on predetermined turns, while others occur when selected through a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. Once all events have finished, the top screen 210 for the next turn will be displayed.
[0311] In this embodiment, the scenario has a storyline in which the robots appearing in the scenario are enhanced by using the tuning function described later, while the characters undergo training to improve their abilities. The following describes the distinctive gameplay of the scenario in this embodiment.
[0312] Figure 26A illustrates an example of the distribution ratio between training items and research levels. Figure 26B illustrates an example of a fixed value for research level increase. In this embodiment, there are five types of research levels: "Speed," "Stamina," "Power," "Grit," and "Intelligence." Each training command is pre-associated with three types of research levels. This scenario has a gameplay feature where, when a training command is executed, the research level associated with the training item increases. If training fails, the research level may not increase. Alternatively, if training fails, the increase in research level may be less than if training is successful. Furthermore, if training fails, the research level may decrease.
[0313] Specifically, as shown in Figure 26A, when speed training is performed, the research levels for "Speed," "Power," and "Stamina" will increase. When stamina training is performed, the research levels for "Stamina," "Intelligence," and "Grit" will increase. When power training is performed, the research levels for "Power," "Stamina," and "Intelligence" will increase. When guts training is performed, the research levels for "Grit," "Speed," and "Power" will increase. When intelligence training is performed, the research levels for "Intelligence," "Grit," and "Speed" will increase.
[0314] Therefore, selecting training commands can be seen as choosing a combination of research levels that will increase. Furthermore, executing training commands can be seen as increasing the research level of the type associated with those commands.
[0315] As shown in Figure 26B, in this embodiment, the fixed increase in the total research level is determined in accordance with the number of assigned characters for each training item. Then, the determined fixed increase is distributed as individual increase values for each type of research level associated with the training command, based on the ratio shown in Figure 26A.
[0316] Specifically, for example, if two characters are assigned to stamina training, the total fixed increase in research level is determined to be "20". Then, the individual increase in the "stamina" research level is determined to be "12", which is 60% of the total fixed increase in research level. Additionally, the individual increase in the "intelligence" research level is determined to be "5", which is 25% of the fixed increase. Furthermore, the individual increase in the "guts" research level is determined to be "3", which is 15% of the fixed increase. In other words, the sum of the individual increases for each research level is equal to the fixed increase.
[0317] Furthermore, in this embodiment, individual increase values are treated as integers, so decimal values are truncated. In this case, the sum of the individual increase values for each research level is adjusted to be equal to the fixed increase value. For example, the fixed increase value may be added to the research level of the type that is determined to have the highest allocation rate, so that the sum of the individual increase values for each research level is equal to the fixed increase value. Specifically, if there are 3 characters assigned to stamina training, the total fixed increase value for the research level is determined to be "25". In this case, the individual increase values for the "stamina", "intelligence", and "perseverance" research levels should be determined to be "16", "6", and "3", respectively. However, the type of research level to be added may be determined by lottery.
[0318] Alternatively, the fixed increase value for the research level may be derived by multiplying or adding a predetermined correction value to the fixed increase value shown in Figure 26B. For example, the correction value may be determined based on whether or not a gear icon 230 is placed for each training item. Alternatively, the correction value may be determined based on whether or not a friendship training activation state is set for each training item. Alternatively, the correction value may be determined based on the chip effect whose activation condition has been met. Alternatively, the correction value may be determined based on the overdrive effect whose activation condition has been met.
[0319] Alternatively, the correction value may be determined based on the current level of research. For example, the correction value may be determined by substituting the current level of research into equation (1) below. Correction value = (Current research level + 100) × 0.06% ... (1)
[0320] Figure 26C illustrates the number of turns and the upper limits of each research level. In this embodiment, each research level has an upper limit. Specifically, as shown in Figure 26C, the upper limit of each research level is set to "200" for the period up to turn 36 of the training game. In other words, for the period up to turn 36 of the training game, each research level can only be raised to a maximum of "200". On the other hand, for the period from turn 37 to turn 60 of the training game, the upper limit of each research level rises to "500", and for the period from turn 61 onwards, the upper limit of each research level rises to "700".
[0321] In other words, once turn 36 is over, and the second evaluation event and tuning event are completed, the first half of the Classic class will be finished, and the first increase in the upper limits of each research level will occur.
[0322] Furthermore, once Turn 60 is completed, and the 4th Evaluation Event and Tuning Event are finished, the first half of the Senior level will be complete, and the upper limits for each research level will be raised for the second time.
[0323] In this embodiment, the upper limit of each research level is set to a lower value than the target value in each evaluation event. As a result, even if a player focuses on raising only one research level, they cannot achieve a "super success" result in the evaluation event. By setting upper limits on research levels in this way, it is possible to prevent players from completing scenarios by only performing specific training items and drastically raising only certain research levels.
[0324] Furthermore, as shown in Figure 21, the research level display unit 218 is divided into five display areas. Each display area corresponds to one of the research levels. Each display area displays an image indicating the type of research level in order to identify the corresponding research level. In addition, each display area displays the current research level in the numerator and the upper limit of the research level corresponding to that display area in the denominator. When the upper limit of the research level increases, the display content of the research level display unit 218 is updated.
[0325] Furthermore, to the right of each display area, an increase number icon 218a is displayed, indicating the individual increase value that is expected to increase when the training corresponding to the tentatively selected item operation unit 221 is executed. In the example shown in Figure 21, the stamina training command is tentatively selected. In this case, to the right of the display area corresponding to the stamina research level, the increase number icon 218a indicating the individual increase value that is expected to increase when the stamina training command is executed is displayed as "+12". Also, to the right of the display area corresponding to the tenacity research level, the increase number icon 218a is displayed as "+3". Also, to the right of the display area corresponding to the intelligence research level, the increase number icon 218a is displayed as "+5". This makes it possible to identify the individual increase value that is expected to increase when the currently tentatively selected command is executed. When the tentatively selected command is executed, each individual increase value is added to each research level, and the display content of the research level display unit 218 is updated.
[0326] Figure 27 illustrates an example of the relationship between evaluation events, target research levels, results, and rewards. As described above, in this embodiment, a total of five evaluation events are performed, from the first to the fifth. Each evaluation event has a predetermined number of turns set as its execution timing. When the set number of turns ends, the evaluation event starts automatically.
[0327] Each evaluation event has pre-set results based on the total value of each research level at the time the evaluation event is executed. Specifically, in the first evaluation event, the result is set to "Success" if the total value of each research level is 349 or less, "Great Success" if it is 350 or more and 499 or less, and "Super Success" if it is 500 or more. Similarly, in the second evaluation event, the result is set to "Success" if the total value of each research level is 649 or less, "Great Success" if it is 650 or more and 899 or less, and "Super Success" if it is 900 or more. Furthermore, in the third evaluation event, the result is set to "Success" if the total value of each research level is 899 or less, "Great Success" if it is 900 or more and 1299 or less, and "Super Success" if it is 1300 or more. Furthermore, in the 4th evaluation event, a "Success" result is set if the total value of each research level is 1249 or less, a "Great Success" result is set if it is between 1250 and 1799, and a "Super Success" result is set if it is 1800 or more. In the 5th evaluation event, a "Success" result is set if the total value of each research level is 1599 or less, a "Great Success" result is set if it is between 1600 and 1999, and a "Super Success" result is set if it is 2000 or more.
[0328] Furthermore, each evaluation event has a target value set for the sum of the scores at each research level that result in a "super success." Specifically, the target value for the first evaluation event is set at "500." Similarly, the target values for the second, third, fourth, and fifth evaluation events are set at "900," "1300," "1800," and "2000," respectively.
[0329] As shown in Figure 21, the research level display unit 218 displays the progress of the current total value of each research level relative to the target value set for the next evaluation event. Specifically, the left side of the research level display unit 218 visually shows the ratio of the current total value of each research level relative to the target value set for the next evaluation event using a gauge. In addition, the bottom of the research level display unit 218 displays the difference between the target value set for the next evaluation event and the current total value of each research level numerically.
[0330] When an evaluation event is executed, one of the results will be derived based on the sum of the research levels at that time. Regardless of the result of the evaluation event, the main training game will continue. However, depending on the result of the evaluation event, for example, if the result of the evaluation event is "success" three times in a row, the main training game may end at that point.
[0331] Furthermore, as shown in Figure 27, each evaluation event has pre-set rewards for each outcome. When an evaluation event is executed, a reward is given according to the result. In this embodiment, the amount of tuning points that the player can use in the tuning event is determined according to the result of each evaluation event. The tuning points are managed in association with (linked to) the character being trained.
[0332] In this embodiment, the number of tuning points determined is greater when the result is "great success" or "super success" than when the result is "success." On the other hand, the number of tuning points determined is the same when the result is "great success" and when the result is "super success." However, the number of tuning points determined may be greater when the result is "super success" than when the result is "great success."
[0333] Furthermore, in the 5th evaluation event, if the result is "Great Success" or "Super Success," the character being trained will receive skill hints as a reward. Additionally, skill points may be awarded as a reward depending on the results of each evaluation event.
[0334] Furthermore, in the 5th evaluation event, based on the result being "Super Successful," a Super Overdrive state may be set during the final period from turn 73 to turn 78, in which the Overdrive function is constantly active. Furthermore, in the 5th evaluation event, based on the result being "Super Successful," a skill that enables the setting of the Super Overdrive state may be granted to the character being trained.
[0335] Next, the tuning function will be described in detail. In this embodiment, a tuning event is executed after the completion of each evaluation event. A tuning event is also executed after the completion of the second turn. Here, we will explain using the case where the tuning event is executed after the completion of the second turn as an example. However, the timing of the execution of the tuning event, that is, the timing when the tuning function becomes available, is not limited to the above example. For example, the tuning function may be made available in each turn.
[0336] In this embodiment, when the first tuning event is executed, the number of tuning points available to the player in the tuning event is determined to be "5", regardless of the total value of the research level.
[0337] Figure 28 is the first diagram illustrating an example of the tuning screen 300. When a tuning event is executed, the tuning screen 300 is displayed on the display 26.
[0338] The tuning event features a gameplay mechanic where players can enhance the performance of the robots appearing in the scenario and generate tuning effects by allocating tuning points to one of several selectable items. In this embodiment, the tuning effects include overdrive effects and chip effects.
[0339] Specifically, in this embodiment, the robot appearing in the scenario is equipped with three types of cores: a head core, a chest core, and a leg core. Each core is equipped with three types of chips. Each chip has a predetermined chip effect corresponding to the number of tuning points allocated to it.
[0340] Furthermore, each core has a predetermined overdrive effect set according to the total value of the tuning points allocated to the chips belonging to that core.
[0341] Figure 29 is a diagram illustrating an example of chip effects. As shown in Figure 29, in this embodiment, the head core is equipped with three types of chips: a "Intelligence Research Chip," a "Skill Hint Chip," and a "Proficiency Rate Up Chip."
[0342] The "Intelligence Research Chip" has a chip effect that increases the individual increase in the "Intelligence" research level. Furthermore, the chip effect improves according to the number of tuning points allocated to the "Intelligence Research Chip". As shown in Figure 29, each chip can be allocated a maximum of "5" tuning points.
[0343] "Skill Hint Chips" have a chip effect that increases the occurrence rate of hint events. Furthermore, the more tuning points you allocate to a "Skill Hint Chip," the better the chip effect becomes.
[0344] The "Proficiency Rate Up Chip" has a chip effect that increases the probability of a support character being placed in a training session they excel at. Furthermore, the more tuning points you allocate to the "Proficiency Rate Up Chip," the better the chip's effect becomes.
[0345] Additionally, the chest core is equipped with three types of chips: a "stamina research chip," a "perseverance research chip," and a "friendship enhancement chip."
[0346] The "Stamina Research Chip" has a chip effect that increases the individual increase in the research level of "Stamina". Furthermore, the more tuning points you allocate to the "Stamina Research Chip", the better the chip effect becomes.
[0347] The "Grit Research Chip" has a chip effect that increases the individual increase in the "Grit" research level. Furthermore, the more tuning points you allocate to the "Grit Research Chip," the better the chip effect becomes.
[0348] The "Friendship Enhancement Chip" has a chip effect that increases the value of ability parameters when friendship training is successful. Furthermore, the more tuning points you allocate to the "Friendship Enhancement Chip," the better the chip effect becomes.
[0349] Additionally, the leg core is equipped with three types of chips: a "speed research chip," a "power research chip," and a "skill point chip."
[0350] The "Speed Research Chip" has a chip effect that increases the individual increase in the "Speed" research level. Furthermore, the more tuning points you allocate to the "Speed Research Chip," the better the chip effect becomes.
[0351] The "Power Research Chip" has a chip effect that increases the individual increase in the "Power" research level. Furthermore, the more tuning points you allocate to the "Power Research Chip," the better the chip effect becomes.
[0352] Skill Point Chips have a chip effect that increases the skill points earned upon successful training. The more tuning points allocated to a Skill Point Chip, the better the chip effect becomes.
[0353] Furthermore, as shown in Figure 29, some chips have an unlock timing set. In the example shown in Figure 29, unlock timings are set for the "Proficiency Rate Up Chip," "Friendship Enhancement Chip," and "Skill Point Chip." For chips with an unlock timing set, it is not possible to allocate tuning points until the unlock timing arrives. Note that different unlock timings may be set for each chip. In the example shown in Figure 29, the "Proficiency Rate Up Chip" is set to unlock at turn 36, and the "Friendship Enhancement Chip" and "Skill Point Chip" are set to unlock at turn 60.
[0354] Figure 30 illustrates an example of an overdrive effect. As shown in Figure 30, in this embodiment, an overdrive effect is set for each core according to the total value of tuning points assigned to chips belonging to the same core.
[0355] In the example shown in Figure 30, each core is configured to activate an overdrive effect when the total value of tuning points allocated to chips belonging to the same core reaches "3". Similarly, each core is configured to activate an overdrive effect when the total value of tuning points allocated to chips belonging to the same core reaches "6", "9", "12", or "15". Note that the total value of tuning points required to activate the overdrive effect may be set to a different value for each core.
[0356] Furthermore, as shown in Figure 30, this embodiment provides a basic effect that is set regardless of whether tuning points are allocated or the content of the allocation. Alternatively, an overdrive effect that can be activated based on the total value of the tuning points allocated to all chips may be provided. In this case, for example, when the total value of the tuning points allocated to all chips reaches "3", "6", "9", "12", or "15", the overdrive effect corresponding to the total value of "3", "6", "9", "12", or "15" may be activated.
[0357] As shown in Figure 28, the tuning screen 300 displays the head core control unit 310, the chest core control unit 312, and the leg core control unit 314, which function as control units that accept player selection operations. The tuning screen 300 also displays the tuning area 320. When the head core control unit 310 is tapped, the chip display area 322 corresponding to the three types of chips set in the head core is displayed in the tuning area 320. Similarly, when the chest core control unit 312 is tapped, the chip display area 322 corresponding to the three types of chips set in the chest core is displayed in the tuning area 320. Furthermore, when the leg core control unit 314 is tapped, the chip display area 322 corresponding to the three types of chips set in the head core is displayed in the tuning area 320.
[0358] Each chip display area 322 is provided with a point display section 324 that displays the tuning points assigned to each chip. Point adjustment operation sections 326a and 326b are provided to the left and right of the point display section 324. The player can select the tuning points to assign to each chip by operating the point adjustment operation sections 326a and 326b. Below the tuning area 320, a remaining points display section 330 is provided that displays the number of remaining tuning points that can be assigned to each chip.
[0359] For example, when the point fluctuation control unit 326a is operated, the tuning points displayed on the point display unit 324 increase by 1, and the tuning points displayed on the remaining points display unit 330 decrease by 1. Also, when the point fluctuation control unit 326b is operated, the tuning points displayed on the point display unit 324 decrease by 1, and the tuning points displayed on the remaining points display unit 330 increase by 1. This allows the player to select the tuning points to allocate to each chip.
[0360] Furthermore, the point fluctuation operation units 326a and 326b of the chip for which a lock release timing is set will not accept operation until the lock release timing arrives. In this case, as shown in Figure 28, an image indicating the lock release timing is displayed in the chip display area 322.
[0361] Figure 31 is a second diagram illustrating an example of the tuning screen 300. When tuning points are assigned to each chip, the total value of tuning points assigned to the chips belonging to each core is updated and displayed on the head core operation unit 310, chest core operation unit 312, and leg core operation unit 314, as shown in Figure 31.
[0362] Furthermore, the tuning screen 300 displays a tuning effect list display area 340. The tuning effect list display area 340 visually shows the amount of increase in each ability parameter due to the chip effect using a radar chart. The tuning effect list display area 340 also displays a list of overdrive effects that have been set to an active state based on the allocation of tuning points to each chip, as well as chip effects that have been set to an activated state. In other words, when the point fluctuation operation units 326a and 326b are operated and tuning points are allocated to each chip, the display contents of the tuning effect list display area 340 are updated.
[0363] Furthermore, an effect list operation unit 350 is provided in the tuning area 320. When the effect list operation unit 350 is tapped, the effect list dialog 500 is displayed. Figure 32 is the first diagram illustrating an example of the effect list dialog 500. Figure 33 is the second diagram illustrating an example of the effect list dialog 500.
[0364] The effect list dialog 500 displays the core display unit 502. Core change operation units 504a and 504b are displayed to the left and right of the core display unit 502. Tapping the core change operation units 504a or 504b switches the type of core displayed in the core display unit 502. Figure 32 shows the case where the head core is displayed in the core display unit 502. The core display unit 502 also displays the total tuning points assigned to the chips belonging to the currently displayed core. In this case, the total tuning points assigned to the chips belonging to the head core is displayed as "3".
[0365] Furthermore, the overdrive effect control unit 506a and the chip effect control unit 506b are displayed below the core display unit 502. Below the overdrive effect control unit 506a and the chip effect control unit 506b, the tuning effect display area 508 is displayed.
[0366] Figure 32 shows the state where the overdrive effect operation unit 506a is tapped. In this case, as shown in Figure 32, the tuning effect display area 508 displays a list of effect display units 510 that indicate the overdrive effect corresponding to the head core. Each effect display unit 510 also displays the total number of tuning points required for the overdrive effect to be active, and the detailed contents of the overdrive effect. Furthermore, as shown in Figure 32, each effect display unit 510 is displayed in a manner that allows identification of whether or not the corresponding overdrive effect is active. In the example shown in Figure 32, the effect display unit 510 in which the corresponding overdrive effect is not active is displayed in gray. Also, as shown in Figure 32, an identification display 512 is displayed for the effect display unit 510 in which the corresponding overdrive effect is active.
[0367] Figure 33 shows the state in which the chip effect operation unit 506b is tapped. In this case, as shown in Figure 33, the tuning effect display area 508 displays the chip display unit 520 corresponding to each chip belonging to the head core.
[0368] Each chip display unit 520 displays a list of effect display units 522 that indicate the chip effect of the corresponding chip. Each effect display unit 522 also displays the number of tuning points required for the chip effect to be activated, as well as detailed information about the chip effect. As shown in Figure 33, each effect display unit 522 is displayed in a manner that allows identification of whether or not the corresponding chip effect is in an activated state. In the example shown in Figure 33, effect display units 522 that are not in an activated state for the corresponding chip effect are displayed in gray. Also, as shown in Figure 33, an identification display 512 is displayed for effect display units 522 that are in an activated state for the corresponding chip effect.
[0369] Additionally, a close button 530 is displayed at the bottom of the effects list dialog 500. When the close button 530 is tapped, the effects list dialog 500 is hidden.
[0370] Returning to Figure 31, the tuning area 320 is provided with a tuning effect list operation unit 352. When the tuning effect list operation unit 352 is tapped, a tuning effect list dialog (not shown) is displayed. The tuning effect list dialog displays the same content as the tuning effect list display area 340.
[0371] Furthermore, a decision operation unit 360 for determining the allocation of tuning points is provided below the point display unit 330. The decision operation unit 360 is displayed in a manner that does not accept operation until the player has allocated all available tuning points to one of the chips (Figure 28). The decision operation unit 360 is displayed in a manner that allows operation once the player has allocated all available tuning points to one of the chips (Figure 31). However, the decision operation unit 360 may be made operable even if not all tuning points have been allocated to one of the chips.
[0372] Then, when the decision control unit 360, which is displayed in an operable manner, is tapped, a tuning confirmation dialog 600 is displayed on the display 26. Figure 34 is a diagram illustrating an example of the tuning confirmation dialog 600. The tuning confirmation dialog 600 displays the same content as the tuning effect list display area 340 immediately before the decision control unit 360 (Figure 31) is operated.
[0373] Furthermore, as shown in Figure 34, the tuning confirmation dialog 600 displays a warning message that reads, "Do you want to complete the tuning? You cannot change it until after the next evaluation event." Below the tuning confirmation dialog 600, a cancel operation section 602 and a complete operation section 604 are displayed. When the cancel operation section 602 is tapped, the tuning confirmation dialog 600 disappears, and the tuning is not completed. When the complete operation section 604 is tapped, a tuning command is sent from the player terminal 1 to the server 1000. The tuning command includes the settings immediately before the decision operation section 360 (Figure 31) is operated, that is, the allocation status of the tuning points. In other words, the allocation status of the tuning points indicates which chip the tuning points are associated with.
[0374] When the completion operation unit 604 is tapped, it is decided to use the tuning function. Based on the received tuning command, the server 1000 sets the tuning effect to a state where it can be activated. The server 1000 also sets the overdrive effect to a state where it can be enabled based on the received tuning command.
[0375] Furthermore, once a chip effect becomes available, it remains available for at least the duration until the next tuning event is performed. On the other hand, once an overdrive effect becomes active, it becomes available for only one turn, at least until the next tuning event is performed, if the overdrive function described later is used. However, the number of turns for which an overdrive effect can be activated may be a predetermined number of turns.
[0376] Next, the overdrive function will be explained. In turns in which training can be performed, gear icons 230 (Figure 21) may be placed in each training item. Figure 35 is a diagram illustrating the selection probability of the number of gear icons 230 to be placed. As shown in Figure 35, in this embodiment, the selection probability of the number of gear icons 230 to be placed is set according to the current turn. Figure 35 shows a case in which the selection probability of the number of gear icons 230 to be placed is set such that the probability of determining a larger number of gear icons 230 to be placed increases as the training scenario progresses. If there is a training item in a state where friendship training can occur, gear icons 230 will be forcibly placed in that training item in addition to the number of gear icons 230 to be placed based on Figure 35. In this embodiment, a maximum of one gear icon 230 may be placed in a single training item. The number of gear icons 230 to be placed, determined based on Figure 35, will be randomly placed in the training items in which they can be placed. However, multiple gear icons 230 may be placed in a single training item.
[0377] Furthermore, in this embodiment, the number of successful training sessions in which the gear icon 230 is placed is counted. This number of successes is accumulated and counted across multiple training games within a predetermined period. For example, a predetermined reward may be assigned to the player's player ID according to the number of successes.
[0378] In this embodiment, each time the number of training sessions for a training item with a gear icon 230 is reached three, one right to use the overdrive function is granted. A maximum of two right to use the overdrive function can be stockpiled. However, the number of right to use the overdrive function that can be stockpiled may be one or three or more. By allowing the right to use the overdrive function to be stockpiled, it becomes possible to increase the level of the overdrive gauge 216a when the number of stockpiled rightpak is within the upper limit and the overdrive function is available. This makes it possible to suppress the risk of situations where the level of the overdrive gauge 216a does not increase despite training for a training item with a gear icon 230 being performed. Furthermore, by allowing the right to use the overdrive function to be stockpiled, it becomes possible for the player to activate the overdrive function at any time they choose.
[0379] Figure 36 illustrates an example of the display configuration of the overdrive operation unit 216. As shown in Figure 36, the overdrive operation unit 216 displays an overdrive gauge 216a and an overdrive count display unit 216b.
[0380] Figure 36(1) shows the initial state of the overdrive operation unit 216. In the initial state, the overdrive gauge 216a is displayed in a manner that indicates that the number of training sessions for the training item on which the gear icon 230 is placed is 0. Also in the initial state, the overdrive available count display unit 216b is displayed in a manner that indicates that the number of stocked rights to use the overdrive function is 0.
[0381] When the overdrive control unit 216 is in its initial state, if training is performed on a training item where the gear icon 230 is placed, the overdrive gauge 216a rises to the first level, as shown in Figure 36 (2). Then, in the state shown in Figure 36 (2), if training is performed on a training item where the gear icon 230 is placed, the overdrive gauge 216a rises to the second level, as shown in Figure 36 (3).
[0382] In the state shown in (3) of Figure 36, if training is performed on the training item where the gear icon 230 is placed, the number of times training for the training item where the gear icon 230 is placed will reach 3. In this case, as shown in (4) of Figure 36, the overdrive count display unit 216b changes to indicate that there is 1 stock of rights to use the overdrive function. Also, the overdrive gauge 216a changes back to its initial state.
[0383] In the state shown in (4) of Figure 36, if training is performed on the training item where the gear icon 230 is placed, the overdrive gauge 216a rises to the first level, as shown in (5) of Figure 36. Then, in the state shown in (5) of Figure 36, if training is performed on the training item where the gear icon 230 is placed, the overdrive gauge 216a rises to the second level, as shown in (6) of Figure 36.
[0384] In the state shown in (6) of Figure 36, if training is performed on the training item where the gear icon 230 is placed, the overdrive gauge 216a rises to the third level, as shown in (7) of Figure 36. Furthermore, the overdrive count display unit 216b changes to indicate that there are 2 stocks of rights to use the overdrive function. State (7) of Figure 36 indicates that the overdrive operation unit 216 is full.
[0385] In this embodiment, the overdrive operation unit 216 becomes operable when it is displayed in the manner shown in Figures 36(4) to 36(7).
[0386] When the operable overdrive control unit 216 is tapped, an overdrive activation confirmation dialog 650 is displayed on the display 26. Figure 37 shows an example of the overdrive activation confirmation dialog 650. As shown in Figure 37, the overdrive activation confirmation dialog 650 displays a list of overdrive effects that have been set to an active state by the tuning function. Also, as shown in Figure 37, the overdrive activation confirmation dialog 650 informs the user that the number of stocks of the right to use the overdrive function will decrease when the overdrive function is used. Also, as shown in Figure 37, the overdrive activation confirmation dialog 650 displays a warning message that reads, "Do you want to activate overdrive?"
[0387] Furthermore, a close button 652 and an activate button 654 are displayed at the bottom of the overdrive activation confirmation dialog 650. When the close button 652 is tapped, the overdrive activation confirmation dialog 650 is hidden, and the use of the overdrive function is interrupted. When the activate button 654 is tapped, an overdrive command is sent from the player terminal 1 to the server 1000. Based on the received overdrive command, the server 1000 makes the overdrive effect available for activation. In other words, the overdrive effect is linked to the tuning command.
[0388] For example, when the activation control unit 654 is tapped in the state shown in (4), (5), or (6) of Figure 36, the overdrive function is activated, and the display mode of the activation control unit 654 changes to (1), (2), or (3) of Figure 36. Also, when the activation control unit 654 is tapped in the state shown in (7) of Figure 36, the overdrive function is activated, and the display mode of the activation control unit 654 changes to (4) of Figure 36.
[0389] Next, we will explain the evaluation event. Here, we will explain using the case where the first evaluation event is executed as an example. Figure 38A is a diagram illustrating an example of the evaluation event start screen 800. Figure 38B is a diagram illustrating an example of the evaluation event presentation screen 810. Figure 38C is a diagram illustrating an example of the evaluation event result screen 820. When the evaluation event starts, the evaluation event start screen 800 shown in Figure 38A is displayed on the display 26. The start operation unit 802 is displayed at the bottom of the evaluation event start screen 800. As shown in Figure 38A, the image A of the character to be trained and the image B of the robot that appears in the scenario are displayed in the center of the evaluation event start screen 800. At this time, the display manner of the robot image B may be changed based on the usage status of the tuning function, that is, the allocation status of tuning points.
[0390] When the start operation unit 802 is tapped, the evaluation event presentation screen 810 shown in Figure 38B is displayed on the display 26. As shown in Figure 38B, the evaluation event presentation screen 810 reports the results of the evaluation event. In addition, the next operation unit 812 is displayed at the bottom of the evaluation event presentation screen 810.
[0391] When the Next operation button 812 is tapped, the evaluation event results screen 820 shown in Figure 38C is displayed on the display 26. As shown in Figure 38C, the evaluation event results screen 820 displays the results of the current evaluation event and information regarding the timing of future evaluation events. The Next operation button 822 is also displayed at the bottom of the evaluation event results screen 820. When the Next operation button 822 is tapped, the tuning event starts.
[0392] If a tuning event is executed after an evaluation event, the number of tuning points available to the player in this tuning event is determined by the results of the evaluation event. Here, we will explain the case where the result of the first evaluation event was "Super Success" and the number of tuning points available to the player in this tuning event is determined to be "10".
[0393] Figure 39 is a third diagram illustrating an example of the tuning screen 300. When a tuning event is executed after the completion of an evaluation event, the tuning screen 300 is displayed, as shown in Figure 39, carrying over the results of allocating tuning points to each chip in the previous tuning event. However, while the number of available tuning points in the previous tuning event was "5", the number of available tuning points in the current tuning event increases to "10". Therefore, in this case, the point display unit 330 displays "5", which is the increase in the number of available tuning points in the current tuning event.
[0394] If a tuning event is performed after the evaluation event has ended, the tuning screen 300 may be displayed with the results of the previous tuning event's allocation of tuning points to each chip reset. In this case, "0" will be displayed on the head core operation unit 310, the chest core operation unit 312, the leg core operation unit 314, and each point display unit 324. Additionally, "10," which is the total number of tuning points available for use in the current tuning event, will be displayed on the point display unit 330.
[0395] Furthermore, if a tuning event is performed after the evaluation event has ended, the tuning screen 300 may be displayed with tuning points allocated to each chip in a predetermined manner deemed appropriate by the operator.
[0396] Furthermore, in this embodiment, it is possible to allocate tuning points to each chip in the current tuning event, regardless of how tuning points were allocated to each chip in the previous tuning event. That is, for example, from the state shown in Figure 39, the point fluctuation operation unit 326b corresponding to the "Intelligence Research Chip" can be operated to reduce the tuning points allocated to the "Intelligence Research Chip".
[0397] This necessitates considering how to allocate tuning points in this tuning event, taking into account the number of available tuning points, the nature of the tuning effects, the status of unlocking some chips, and the nature of the overdrive effects. Furthermore, since tuning effects and overdrive effects change depending on the allocation of common tuning points, it becomes necessary to consider which of the two should take priority.
[0398] Specifically, for example, in the early stages of the training game, it is possible to allocate more tuning points to chips belonging to the head core than to chips belonging to the chest core or leg core. By adopting such a strategy, even though the training level is relatively low in the early stages of the training game, it becomes possible to progress through the training game more advantageously by, for example, generating more hint events through the chip effect of skill hint chips. Also, for example, the overdrive effect of the head core makes it easier to raise the stage of the overdrive gauge 216a, increasing the number of times the overdrive function can be used, and thus progressing through the training game more advantageously.
[0399] Furthermore, in the later stages of the training game, it is possible to adopt a strategy of canceling at least some of the allocation of tuning points to chips belonging to the head core and instead allocating more tuning points to chips belonging to the chest core and leg core. By adopting such a strategy, in the later stages of the training game, it becomes possible to take advantage of the situation in which there are relatively many support characters whose bond parameters are above a certain value, and for example, the chip effect of friendship enhancement chips can be used to generate more friendship training. In addition, for example, the overdrive effects of the leg core and chest core can be used to reduce the failure rate of training or to improve the amount of increase in certain ability parameters. As a result, it becomes possible to efficiently increase the ability parameters of the character being trained and progress through the training game to an advantage.
[0400] In this way, the tuning function allows players to change the activated chip effects and overdrive effects. This requires a high level of strategic thinking from the player. It also increases the degree of freedom in developing the character being trained. For example, a player can adopt a training strategy of increasing any ability parameter of the character being trained. Alternatively, a player can adopt a training strategy of increasing the research level to obtain more tuning points by getting better results in evaluation events. In this embodiment, a new gameplay experience is provided by leaving the training strategy to the player. This can increase the player's motivation to play.
[0401] Figure 40A is the first diagram illustrating the race selection screen 900. When the race control unit 215g on the top screen 210 is operated, the race selection screen 900 shown in Figure 40A is displayed. The races are a game in which the character being trained competes against so-called non-player characters (hereinafter referred to as NPCs).
[0402] In the center of the race selection screen 900, a race selection control section 901 is displayed for selecting the type of race in which the character to be trained will participate. At the bottom of the race selection screen 900, a start control section 902 is displayed. The races that can be selected using the race selection control section 901 on the race selection screen 900 are pre-set for each turn.
[0403] Furthermore, each race has pre-set entry conditions, and players can only enter their training character in races where the entry conditions are met. As mentioned above, some races have a specified number of fans as an entry condition. For races where the specified number of fans is not met, the entry conditions are displayed on the race selection control unit 901, as shown in Figure 40A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the race selection screen 900.
[0404] Figure 40B is a diagram illustrating the race start screen 910. When the race selection operation unit 901 is operated while the race event of the race to be entered has been selected, the race start screen 910 shown in Figure 40B is displayed. The strategy display unit 911 is displayed in the center of the race start screen 910. The strategy display unit 911 also highlights the currently selected strategy (closing, overtaking, leading, breakaway). The strategy display unit 911 also displays the change operation unit 911a. When the change operation unit 911a is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the race to any strategy by operating on the strategy change screen.
[0405] Additionally, the results control unit 912 and the race control unit 913 are displayed at the bottom of the race start screen 910. When the race control unit 913 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.
[0406] Figure 40C is the first diagram illustrating the race results screen 920. Figure 40D is the second diagram illustrating the race results screen 920. When the playback of the race video ends, and when the results operation unit 912 is operated, the race results screen 920 is displayed on the display 26. On the race results screen 920, as shown in Figure 40C, the finishing order of the training target character in that race is displayed. Also, on the race results screen 920, as shown in Figure 40D, the current class of the training target character is displayed.
[0407] In this embodiment, the characters being trained are categorized into classes based on the number of fans they acquire. Each class has a set range of fan counts. Here, the characters being trained are classified into one of eight classes based on the number of fans they have acquired. On the race results screen 920, the cumulative number of fans acquired in the current race is displayed, which is calculated by adding the number of fans acquired in previous races. The current class corresponding to the cumulative number of fans is also identified and displayed.
[0408] As described above, in the training-focused game, the player can increase the ability parameters of the character being trained as turns progress. Ability parameters increase through successful training or the appearance of various events. The training-focused game ends when all turns are completed. Also, if the objectives set for each character are not achieved during the training-focused game, the training-focused game ends at that point.
[0409] When the training game ends, the character that was trained in the training game is remembered as the trained character. More precisely, information about the trained character (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0410] Furthermore, upon completion of the training game, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, race results, team race results, etc., at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team competition games or races in other games, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.
[0411] Furthermore, each character being trained is assigned a training rank based on their evaluation score. The training rank is an indicator of the character's strength, and each rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 13,000 to 14,499 will be given an "A+" training rank, and a character with an evaluation score of 14,500 to 15,499 will be given an "S" training rank. By assigning training ranks based on evaluation scores in this way, it becomes easier to understand the approximate strength of each character being trained. Note that the character information includes both the evaluation score and the training rank.
[0412] Figure 41A is the first diagram illustrating the training completion screen 940. Figure 41B is the second diagram illustrating the training completion screen 940. Figure 41C is the third diagram illustrating the training completion screen 940. When the training game ends, the training completion screen 940 is displayed on the display 26, as shown in Figure 41A. The training completion screen 940 first displays the training rank of the trained character, and then displays the evaluation score, as shown in Figure 41B.
[0413] Also, when a predetermined time has elapsed since the evaluation score was displayed, as shown in Fig. 41C, the ability parameters, suitability parameters, and acquired skills of the cultivated character are displayed on the cultivation completion screen 940. At this time, a close operation part 941 is provided on the cultivation completion screen 940. When the close operation part 941 is tapped, the cultivation completion screen 940 becomes invisible, and the home screen 100 is displayed on the display 26.
[0414] In addition, when the cultivation game ends, a lottery for the factors acquired by the cultivated character is conducted, and the factor information is associated and stored with the cultivated character. Although not shown in the figure, on the cultivation completion screen 940, the player can display the factor information acquired by the cultivated character. The lottery for the factors is executed according to preset conditions for each factor type. The acquisition probability of the factors, etc. is set based on the results of the cultivation game.
[0415] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above cultivation game will be described.
[0416] (Functional Configuration of Player Terminal 1) Fig. 42 is a diagram for explaining the configuration of the storage device 12 and the functions as a computer in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0417] The terminal-side game control program includes an information setting processing program 700, a cultivation game execution program 701, and a cultivation completion processing program 702. The programs listed in Fig. 42 are just examples, and there are also many other programs provided in the terminal-side game control program.
[0418] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. In addition, a number of other storage units are provided in the data storage area 12b. Here, information directly related to the game (hereinafter referred to as game information), such as in a breeding game, is stored in the game information storage unit 751. In addition, temporary storage of various information during the progress of each game, such as a breeding game, is also performed in the game information storage unit 751. Therefore, all information related to the bred characters in the breeding game is stored in the game information storage unit 751. Also, for example, information other than game information, such as information about the player or other players, and setting information of the player terminal 1, is all regarded as player information. The player information is stored in the player information storage unit 750.
[0419] The CPU 10 operates each program stored in the program storage area 12a and updates the data of each storage unit in the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a breeding game execution unit 701a, and a processing unit 702a when breeding is completed.
[0420] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the breeding game execution program 701 and the processing program 702 when breeding is completed, causing them to function as the breeding game execution unit 701a and the processing unit 702a when breeding is completed, respectively.
[0421] When various information is set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting in the player information storage unit 750 as player information. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the updated information to the server 1000.
[0422] The cultivation game execution unit 701a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 701a executes preparation stage processing and cultivation stage processing.
[0423] When the cultivation game is completed, the cultivation completion processing unit 702a stores cultivation character information including the ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, type of character used for cultivation, etc. of the cultivated character.
[0424] (Functional configuration of server 1000) FIG. 43 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and the functions as a computer. In the storage device 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0425] The server-side game control program includes an information setting processing program 1100, a cultivation game execution program 1101, and a cultivation game end processing program 1102. Note that the programs listed in FIG. 43 are examples, and there are also many other programs provided in the server-side game control program.
[0426] In the data storage area 1012b, as storage units for storing data, a player information storage unit 1150 and a game information storage unit 1151 are provided. Note that there are also many other storage units provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151 associated with the player ID. Also, the player information of all players is stored in the player information storage unit 1150 associated with the player ID.
[0427] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes 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 breeding game execution unit 1101a, and a breeding game end processing unit 1102a.
[0428] Specifically, the CPU 1010 operates the information setting processing program 1100, causing the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the breeding game execution program 1101 and the breeding game end processing program 1102, causing them to function as the breeding game execution unit 1101a and the breeding game end processing unit 1102a respectively.
[0429] When various information is set on 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. Also, the information setting processing unit 1100a measures time and updates the game points of each player.
[0430] The breeding game execution unit 1101a executes all processes related to the breeding game.
[0431] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. Also, the breeding game end processing unit 1102a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.
[0432] Note that 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 the specific content of the processing and the range of the player information to be stored are different from each other. Also, the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 are common in that they both execute processing related to the cultivation game, but their roles, that is, the scope of responsibility, are different.
[0433] The processing performed by each functional unit in the above player terminal 1 and server 1000 will be described below using a flowchart.
[0434] (Processing of Player Terminal 1 and Server 1000) <Processing Related to Cultivation Game> FIG. 44 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the cultivation game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0435] When the 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 player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0436] Note that, as player information updated by P1 and S1, for example, there is profile information that can be set by the player. Also, for example, as a setting change operation, when an operation to add another player as a friend or an operation to unfriend a friend is input, friend information, which is information regarding friends, is updated. Note that in P1 and S1, information setting processing units 700a and 1100a each manage game points consumed for executing a breeding game. The information setting processing units 700a and 1100a measure time when the game points are less than the upper limit value, and grant the player a predetermined value of game points at predetermined intervals.
[0437] When a breeding game start operation for starting a breeding game is input to the player terminal 1, the breeding game execution unit 701a executes preparation stage processing (P6). Also, during this preparation stage processing, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6).
[0438] FIG. 45 is a flowchart for explaining the preparation stage processing (P6) in the player terminal 1. The breeding game execution unit 701a of the player terminal 1 executes scenario selection screen display processing (P6-1). Here, the breeding game execution unit 701a displays a scenario selection screen and temporarily registers a scenario ID based on the player's operation input.
[0439] Next, the breeding game execution unit 701a of the player terminal 1 executes breeding target character selection screen display processing (P6-2). Here, the breeding game execution unit 701a displays a breeding target character selection screen 150 and temporarily registers a breeding target character based on the player's operation input.
[0440] Specifically, the training game execution unit 701a switches the display screen of the display 26 when the player inputs a display switching operation to switch the screen display. For example, when a long press operation is input on the training target character selection screen 150, the training game execution unit 701a displays the character details screen 160. Also, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 that was selected and switches the display screen.
[0441] Furthermore, when a confirmation operation (operation of the Next Operation Unit 154) is entered on the Character Selection Screen 150, the Training Game Execution Unit 701a temporarily registers the temporarily stored character as the character to be trained. The Training Game Execution Unit 701a also obtains information from the server 1000 regarding representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, and displays the Inherited Character Selection Screen 170.
[0442] Next, the training game execution unit 701a executes the inheritance character selection screen display process (P6-3). Here, the training game execution unit 701a switches the display screen of the display 26 when a display switching operation is input. Also, when a selection operation (operation on the training character icon 182) is input on the training character list screen 180, the training game execution unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation was input as the inheritance character and switches the display screen.
[0443] 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 displays the support card formation screen 190 on the display 26.
[0444] Next, the training game execution unit 701a executes support card selection screen display processing (P6-4). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game execution unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed, and switches the display screen.
[0445] Also, while the support card compilation screen 190 is being displayed, when a display switching operation for switching the screen display is input, the training game execution unit 701a switches the display screen of the display 26. Further, when a determination operation (operation on the start operation unit 193) is input, the training game execution unit 701a displays the final confirmation screen 205 on the display 26.
[0446] Next, the training game execution unit 701a executes final confirmation screen display processing (P6-5). Here, when a display switching operation for switching the screen display is input, the training game execution unit 701a switches the display screen of the display 26.
[0447] Also, on the preset selection screen 205A, when a selection operation (operation on the select operation unit 206c) is input, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was made, and switches the display screen.
[0448] Also, on the final confirmation screen 205, when a determination operation (operation on the start operation unit 205b) is input, the training game execution unit 701a executes preparation stage completion processing (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (for example, 30), and if the game points are equal to or greater than the predetermined value, it transmits confirmation information to the server 1000.
[0449] The verification information includes information identifying the provisionally registered training target character, inheritance character, and support card. Upon receiving the verification information, server 1000 executes the preparation stage process (S6). As will be explained in more detail later, server 1000 determines whether permission is granted to run the main training game using the provisionally registered training target character, inheritance character, and support card.
[0450] After sending confirmation information and receiving permission information from server 1000, the training game execution unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game execution unit 701a also registers the character to be trained, which was provisionally stored as an inherited character, and the provisionally stored support cards into the deck. Furthermore, if the scenario selected in P6-1 is an existing scenario, the training game execution unit 701a sets the objective based on the scenario ID and the character ID of the character to be trained. Also, for example, if the scenario selected in P6-1 is a new scenario, the training game execution unit 701a sets the objective based on the scenario ID. With this, the preparation stage completion process is finished and the training main game begins. The objectives for the training main game are set.
[0451] Figure 46 is a flowchart illustrating the preparation phase processing (S6) in server 1000. When the training game execution unit 1101a receives confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the training target character selected by the player is included in the owned characters, the training game execution unit 1101a determines that there is no abnormality (S6-2).
[0452] If there are no abnormalities in the character to be trained selected by the player (YES in S6-2), the training game execution unit 1101a checks whether there are any abnormalities in the support card selected by the player (S6-3). In S6-3, an abnormality is determined if a support card that the player does not possess is selected, if the rental card selected by the player is not linked to the player ID of that player, or if the support character is the same as the character to be trained.
[0453] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, the training game execution unit 1101a determines that there is no abnormality in the inherited character if the training character selected by the player as the inherited character is linked to the player's player ID, that is, if the training character that the player themselves has trained is selected as the inherited character (YES in S6-6).
[0454] If the inherited character is determined to be normal, the training game execution unit 1101a determines whether the training character selected by the player as the inherited character includes a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of times it has been used on that day is less than 3 (S6-8).
[0455] If the number of uses for the day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). In other words, S6-8 and S6-9 determine whether the formation conditions are met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses for the day (S6-10). The training game execution unit 1101a also subtracts 2000 from the number of predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0456] Furthermore, the training game execution unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character and support card, and the formation conditions for using another player's representative character are met, the training game execution unit 1101a sets permission information (S6-13) and has it received by the player terminal 1.
[0457] Furthermore, the training game execution unit 1101a registers the character to be trained (S6-14). The training game execution unit 1101a also executes the character member registration process (S6-15). Here, as described above, the training game execution unit 1101a determines the scenario link character, support character, and other target characters to be the characters to be trained. The training game execution unit 1101a also associates the determined characters with member IDs. Furthermore, based on the member IDs, the training game execution unit 1101a sets initial values for various stats, such as ability parameters, for each character to be trained. Then, the training game execution unit 1101a saves the information determined in S6-14 and S6-15 as game information received by the player terminal 1 (S6-16). The player terminal 1 stores the received game information and starts the training stage processing.
[0458] On the other hand, if there is an abnormality in the character being trained, the inherited character, or the support card, or if the formation conditions for using another player's representative character are not met, the training game execution unit 1101a sets a disallowance information (S6-17) and sends it to the player terminal 1. When disallowance information is received, the final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is reported.
[0459] Returning to Figure 44, once the preparation phase processing (P6, S6) is complete, the training game execution unit 701a on the player terminal 1 executes the training phase processing (P7). During this training phase processing, communication takes place between the player terminal 1 and the server 1000. On the server 1000, the training game execution unit 1101a executes the training phase processing (S7) based on the information received from the player terminal 1.
[0460] The following describes the training stage processing (P7) performed on player terminal 1 and the training stage processing (S7) performed on server 1000. However, for the sake of ease of understanding, the order in which the processing on player terminal 1 and the processing on server 1000 are described will be changed as appropriate.
[0461] Figure 47 is a flowchart illustrating the training stage processing in server 1000. The training game execution unit 1101a of server 1000 waits to receive a start command from player terminal 1 (S7-1). When it receives a start command (YES in S7-1), the training game execution unit 1101a executes the turn start processing (S10). The start command is sent from player terminal 1 to server 1000, for example, when the processing and animations related to the current turn are completed.
[0462] Figure 48 is a flowchart illustrating the turn start processing in server 1000. The training game execution unit 1101a of server 1000 updates the current turn number (S10-1).
[0463] Furthermore, if the training game execution unit 1101a is in the overdrive function state, it resets the overdrive function's activation state (S10-2). However, if a pre-set special condition is met, the training game execution unit 1101a may maintain the overdrive function's activation state. Specifically, for example, if the character being trained has acquired a special skill, the training game execution unit 1101a may determine that the special condition has been met.
[0464] And when the current turn is the factor activation turn (YES in S10-3), the breeding game execution unit 1101a executes a factor activation determination process (S10-4). Here, for each registered inherited character, it is determined whether to activate the factor.
[0465] In addition, the breeding game execution unit 1101a executes an event occurrence determination process (S10-5). Here, the breeding game execution unit 1101a determines the events to be generated in the current turn for scenario events, dedicated events, first events, etc.
[0466] In addition, when the current turn is not the target turn, the breeding game execution unit 1101a executes a placement character determination process (S10-6). Here, the breeding game execution unit 1101a determines the presence or absence of placement and the training items to be placed by lottery for the appearing members including the support character, etc., based on the placement presence / absence table (Fig. 25). At this time, when the training items to be placed are determined, the breeding game execution unit 1101a associates and stores the character with the determined training items.
[0467] Next, the breeding game execution unit 1101a executes a friendship training setting process (S10-7). Here, the breeding game execution unit 1101a extracts the support characters placed in any of the training items. Then, for the extracted support characters, it is determined whether each satisfies the setting conditions for the friendship training occurrence possible state. The breeding game execution unit 1101a associates friendship training occurrence information with the support characters that satisfy the setting conditions for the friendship training occurrence possible state. Also, friendship training occurrence possible information is associated with the training items in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are placed.
[0468] Next, the training game execution unit 1101a executes the ability parameter determination process (S10-8). Here, the training game execution unit 1101a selects one of the five training items to be processed. The training game execution unit 1101a obtains the training level of the ability parameter to be processed and determines the fixed increase value. The training game execution unit 1101a also obtains the placement information of the placed characters and determines the addition value. Furthermore, the training game execution unit 1101a determines the setting status of the tuning function, the current research level, and whether other addition conditions are met, and determines the final increase value of the training item to be processed based on the fulfilled addition conditions. The determination of the final increase value of the ability parameter is performed for each training item. When the ability parameter determination process for the training item to be processed is completed, the ability parameter determination process is performed similarly for the next training item to be processed, and finally the ability parameter determination process is performed for all five training items.
[0469] Furthermore, if the tuning effect described above, specifically the effect that increases the amount of parameter increase during training, is enabled, the effect value will be applied to the calculation formula used to determine the increase in ability parameters. In this case, the effect value may be multiplied by the increase calculated using the other parameters. Alternatively, the effect value may be applied as a parameter during the calculation process for determining the increase.
[0470] In other words, the training game execution unit 1101a determines the final increase in ability parameters by referring to the available tuning effects when certain conditions are met, such as when a tuning effect or an overdrive effect can be activated. Furthermore, although a detailed explanation is omitted, the ability parameter determination process determines the amount of stamina consumed or recovered when each training item is executed.
[0471] Next, the training game execution unit 1101a executes the research level determination process (S10-9). Here, the training game execution unit 1101a selects one of the five training items to be processed. The training game execution unit 1101a obtains the placement information of the placed characters and determines the fixed value of the total increase in research level. The training game execution unit 1101a also refers to the distribution ratio of training items and research levels in Figure 26A and determines the individual increase value for each research level. The training game execution unit 1101a also determines whether other addition conditions are met, such as the setting status of the tuning function and whether the overdrive function is used, and determines the final increase value for the training item to be processed based on the fulfilled addition conditions. The determination of the final increase value of the research level is performed for each training item. When the research level determination process for the training item to be processed is completed, the research level determination process is performed similarly for the next training item to be processed, and finally the research level determination process is performed for all five training items.
[0472] Furthermore, if the tuning effect that increases the amount of research level increase during training is enabled, the effect value will be applied to the calculation formula used to determine the research level increase. In this case, the effect value may be multiplied by the increase value calculated using the other parameters. Alternatively, the effect value may be applied as a parameter during the calculation process for determining the increase value.
[0473] Next, the training game execution unit 1101a executes the gear icon placement determination process (S10-10). Here, the training game execution unit 1101a determines the number of gear icons 230 to be placed by referring to the selection probability of the number of gear icons 230 to be placed shown in Figure 35. In addition, if there is a training item for which the friendship training can occur state is set, the training game execution unit 1101a decides to forcibly place gear icons 230 in that training item, in addition to the number of gear icons 230 to be placed based on Figure 35. Then, the training game execution unit 1101a randomly selects a training item to which the number of gear icons 230 determined based on Figure 35 will be placed, from among the training items other than those for which the friendship training can occur state is set.
[0474] Furthermore, the training game execution unit 1101a calculates the failure rate for each training item based on the physical strength of the character being trained (S10-11). Here too, the failure rate is calculated based on the various effects currently active.
[0475] Furthermore, the training game execution unit 1101a performs a process to determine whether or not a second event will occur (S10-12). Here, the training game execution unit 1101a determines by lottery whether or not a support event pre-set for the support card associated with the training item will be executed. The training game execution unit 1101a then saves the information determined in each of the above processes as game information received by the player terminal 1 (S10-13).
[0476] Figure 49 is a flowchart illustrating the training stage processing in player terminal 1. The training game execution unit 701a of player terminal 1 waits to receive the game information saved in S10-13 from server 1000 (P7-1). When the game information is received (YES in P7-1), the training game execution unit 701a executes command setting processing (P7-2). Here, the process sets the commands that the player can select based on the current turn number. Also, here, the process sets whether or not the overdrive command can be selected based on whether or not there is a stock of rights to use the overdrive function.
[0477] Furthermore, the training game execution unit 701a performs display control processing to display the game screen based on the received game information (P7-3). Here, the training game execution unit 701a displays the top screen 210, the training screen 220, etc., based on the received game information. Specifically, on the training screen 220, the training game execution unit 701a displays the character icons 224 for each training item. The training game execution unit 701a also controls the display of the status display unit 213. In addition, the training game execution unit 701a displays effects on the operation unit corresponding to the training item set to a friendship training possible state, and on the training operation unit 215b of the top screen 210. The training game execution unit 701a also controls the display of the research level display unit 218. Furthermore, the training game execution unit 701a controls the display of the overdrive operation unit 216. Finally, the training game execution unit 701a controls the display of image A of the training target character and image B of the robot that appears in the scenario. Next, the training game execution unit 701a executes command operation processing (P10).
[0478] Figure 50 is a flowchart illustrating the command operation process on player terminal 1. When an operation is input to the overdrive operation unit 216 (YES on P10-1), the training game execution unit 701a sends an overdrive command to server 1000 (P10-2).
[0479] When a training-related command is operated (YES on P10-3), the training game execution unit 701a executes the training-related command operation process (P30).
[0480] Figure 51 is a flowchart illustrating the training-related command operation process on player terminal 1. When the training operation unit 215b is operated on the top screen 210 (YES on P30-1), the training game execution unit 701a displays the training screen 220 (P30-2).
[0481] Furthermore, on the training screen 220, if the item operation unit 221 is operated (YES in P30-3), and the operated item operation unit 221 is not in a provisional selection state (YES in P30-4), the training game execution unit 701a sets the training item corresponding to the operated item operation unit 221 to a provisional selection state (P30-5). The training game execution unit 701a also calculates the number of research levels that will increase when a training command in the provisional selection state is executed, for each training command, and displays an increase number icon 218a (Figure 21) (P30-6).
[0482] Furthermore, if the item operation unit 221 is operated on the training screen 220 (YES on P30-3), and the operated item operation unit 221 is in a provisional selection state (NO on P30-4), the training game execution unit 701a generates a first command corresponding to the operated item operation unit 221 (P30-7).
[0483] Returning to Figure 50, the training game execution unit 701a repeats the processes from P10-1 to P30 until an operation to execute the first command is input (NO on P10-4). Then, when an operation to execute the first command is input (YES on P10-4), the training game execution unit 701a sends the first command to the server 1000 (P10-5).
[0484] Returning to Figure 47, after the turn start processing is completed, when the Overdrive command is received from the player terminal 1 (YES in S7-2), the training game execution unit 1101a consumes the right to use the Overdrive function and executes an Overdrive information update process to set the Overdrive effect to a state where it can be activated (S7-3).
[0485] The training game execution unit 1101a then repeats the processes from S7-2 to S7-3 until it receives the first command from the player terminal 1 (NO in S7-4). When it receives the first command from the player terminal 1 (YES in S7-4), the training game execution unit 1101a executes the first command reception process (S20).
[0486] Figure 52 is a flowchart illustrating the first command reception process in server 1000. When the server receives a first command indicating an operation input from the outing operation unit 215e (YES in S20-1), the training game execution unit 1101a performs the outing execution process (S20-2). Here, an outing event that increases the stamina and condition parameters is determined. Based on the determined outing event, the stamina and condition parameters are updated.
[0487] When the first command indicating an operation input from the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs the rest execution process (S20-4). Here, a rest event that increases the stamina parameter is determined. Also, the stamina parameter is updated based on the determined rest event.
[0488] When the first command indicating an operation input from the infirmary control unit 215d is received (YES in S20-5), the training game execution unit 1101a performs the infirmary execution process (S20-6). Here, events that resolve negative parameters are determined. Also, the parameters are updated based on the determined events.
[0489] When the training game execution unit 1101a receives a first command indicating an operation input to start a race (YES in S20-7), it performs a race execution process for executing the race (S20-8).
[0490] When the training game execution unit 1101a receives a first command indicating the execution of training (NO in S20-7), it performs a success determination process (S20-9). Here, based on the failure rate calculated in S10-11, it is determined whether the training is successful. Then, the training game execution unit 1101a updates various parameters of the character to be trained based on the determination result in S20-9 (S20-10). Here, when the overdrive function is not used, the training game execution unit 1101a updates the ability parameters and the like as determined in S10-8 at the start of the turn. On the other hand, when the overdrive function is used, the training game execution unit 1101a determines the final increase value of the training item to be processed based on the chip effect, the overdrive effect, and other addition conditions, and updates the ability parameters and the like as determined. Also, here, the physical strength of the character to be trained is updated as the training is executed.
[0491] In addition, the training game execution unit 1101a executes a research level update process (S20-11). Here, the training game execution unit 1101a updates the research level as determined in S10-9 at the start of the turn.
[0492] Furthermore, the training game execution unit 1101a performs the overdrive gauge increase process (S20-12). Here, the training game execution unit 1101a performs the following process if the number of stocked rights to use the overdrive function is less than two (the maximum number). First, if training for a training item on which a gear icon 230 is placed is performed, the planned increase value is set to +1. The training game execution unit 1101a may also set the planned increase value to +1 if the performed training is friendship training. That is, if friendship training is performed, the overdrive gauge 216a may increase by two levels.
[0493] If the sum of the current Overdrive Gauge 216a level plus the value set for the planned increase is less than 3, the level is updated to the sum. If the sum of the current Overdrive Gauge 216a level plus the value set for the planned increase is greater than 3, the level is updated to the sum minus 3. In this case, the number of stocks of the right to use the Overdrive function is increased by 1. If the number of stocks of the right to use the Overdrive function reaches 2 (the maximum number), the level of Overdrive Gauge 216a is set to 0. In other words, the value of a specific parameter associated with the Overdrive command (the level of Overdrive Gauge 216a) is updated when certain conditions are met, including the execution of training for a training item where the gear icon 230 is placed.
[0494] Next, the training game execution unit 1101a updates various parameters of the deployed characters (S20-13). Here, the training game execution unit 1101a updates the bond parameters of the deployed characters, etc.
[0495] Next, the training game execution unit 1101a updates the number of successful training sessions for which the gear icon 230 is placed (S20-14).
[0496] When the processes S20-2, S20-4, S20-6, S20-8, or S20-9 through S20-14 are executed, the training game execution unit 1101a sets execution result information indicating the result of each of the above processes and has the player terminal 1 receive it (S20-15).
[0497] Returning to Figure 49, when player terminal 1 receives execution result information from server 1000 (YES on P7-4), the training game execution unit 701a executes the execution result information reception process (P40).
[0498] Figure 53 is a flowchart illustrating the process of receiving execution result information at the player terminal 1. The training game execution unit 701a determines the execution pattern of the animation based on the execution result of the first command from the received execution result information (P40-1). Then, the training game execution unit 701a executes the animation according to the execution pattern determined in P40-1 (P40-2).
[0499] Furthermore, if a second event occurs (YES on page 40-3), the training game execution unit 701a executes the animation for the event that will occur (page 40-4).
[0500] Furthermore, the training game execution unit 701a updates parameters such as ability parameters, research level, the value of the overdrive gauge 216a, and the value of the overdrive count display unit 216b based on the received execution result information (P40-5).
[0501] Then, once all the animations corresponding to the first command to be executed in the current turn have finished, the training game execution unit 701a sends a termination command to the server 1000 (P40-6).
[0502] Returning to Figure 47, when the server 1000 receives a termination command from the player terminal 1 (YES in S7-5), the training game execution unit 1101a determines whether it is time to execute an evaluation event (S7-6). If it is not time to execute an evaluation event (NO in S7-6), the training game execution unit 1101a determines whether it is time to execute a tuning event (S7-8). If it is not time to execute a tuning event (NO in S7-8), the current turn ends on the server 1000, and thereafter, the processing for the next turn is executed in the same manner as described above.
[0503] Furthermore, if an evaluation event is being executed (YES in S7-6), the training game execution unit 1101a derives the result of the evaluation event based on the total value of the current research level (S7-7). At this point, the training game execution unit 1101a sets evaluation event information indicating the derived result of the evaluation event and receives it on the player terminal 1. At this point, various parameters are updated based on the result of the evaluation event, and hints for special skills are given to the character being trained.
[0504] Furthermore, if a tuning event is being executed (YES in S7-8), the training game execution unit 1101a determines the number of tuning points that the player can use in the tuning event (S7-9). Here, when the first tuning event is executed, the training game execution unit 1101a determines the number of tuning points that the player can use in the tuning event to be "5", regardless of the total value of the research level. When the second and subsequent tuning events are executed, the training game execution unit 1101a determines the number of tuning points that the player can use in the tuning event based on the results of the evaluation event or the total value of the research level.
[0505] In this embodiment, the total amount of tuning points available to the player in a tuning event is determined according to the results of each evaluation event, but this is not the only way to do so. For example, the training game execution unit 1101a may determine the added value of the tuning points available to the player according to the results of each evaluation event. In any case, it can be said that the training game execution unit 1101a updates the tuning points associated with the character being trained based on the total research level at the time of execution of each evaluation event.
[0506] Furthermore, the training game execution unit 1101a sets tuning event information indicating the number of tuning points available to the player in the determined tuning event and receives it on the player terminal 1 (S7-10).
[0507] Furthermore, if a tuning event is executed after the evaluation event, the training game execution unit 1101a may reset the results of the previous tuning event in which tuning points were allocated to each chip. Also, if a tuning event is executed after the evaluation event, the training game execution unit 1101a may pre-allocate tuning points to each chip in a predetermined manner that is deemed appropriate by the operator.
[0508] When server 1000 receives a tuning command from player terminal 1 (YES in S7-11), the training game execution unit 1101a executes the tuning command reception process (S7-12). Here, the training game execution unit 1101a stores the received tuning command and sets the tuning effect to a state where it can be activated based on the received tuning command. The training game execution unit 1101a also sets the overdrive effect to an active state based on the received tuning command. The chip effect that has been set to an active state will remain active for at least the period until the next tuning event is executed. On the other hand, the overdrive effect that has been set to an active state will be activated for only one turn when the overdrive function is used, at least until the next tuning event is executed.
[0509] As shown in Figure 49, when the player terminal 1 receives evaluation event information (YES in P7-5), the training game execution unit 701a performs evaluation event execution processing (P7-6). Here, the animation for the evaluation event is executed, and various parameters are updated based on the results of the evaluation event, or hints for special skills are given to the character being trained.
[0510] Furthermore, when player terminal 1 receives tuning event information (YES on P7-7), the training game execution unit 701a performs the tuning event execution process (P50).
[0511] Then, the training game execution unit 701a sends a start command to the server 1000 (P7-8). This starts the next turn.
[0512] Figure 54 is a flowchart illustrating the tuning event execution process on player terminal 1. The training game execution unit 701a displays the tuning screen 300 on display 26 (P50-1).
[0513] In the tuning screen 300, when the point change operation units 326a and 326b are operated (YES in P50-2), the training game execution unit 701a tentatively determines the tuning effect and the overdrive effect based on the fact that tuning points are allocated to each chip.
[0514] Specifically, when the point change operation unit 326a is operated, the training game execution unit 701a executes an addition process of increasing the tuning point displayed on the point display unit 324 by 1 and decreasing the tuning point displayed on the remaining point display unit 330 by 1. In the game information storage unit 751 of the player terminal 1, a storage area for storing the quantity of the allocated tuning points is provided for each chip type. That is, each storage area stores the value of the tuning point associated with each chip. When the addition process is executed, the training game execution unit 701a increases the numerical value stored in the storage area corresponding to the chip being operated on by 1.
[0515] Also, when the point change operation unit 326b is operated, the training game execution unit 701a executes a subtraction process of decreasing the tuning point displayed on the point display unit 324 by 1 and increasing the tuning point displayed on the remaining point display unit 330 by 1. When the subtraction process is executed, the training game execution unit 701a decreases the numerical value stored in the storage area corresponding to the chip being operated on by 1.
[0516] That is, the training game execution unit 701a varies the number of tuning points associated with each chip based on the operations of the point change operation units 326a and 326b.
[0517] Also, the training game execution unit 701a updates the display content of the tuning screen 300 based on the tentatively determined tuning effect and overdrive effect (P50-4).
[0518] When the decision operation unit 360 is operated on the tuning screen 300 (YES on P50-5), the training game execution unit 701a sends a tuning command to the server 1000 (P50-6). The tuning command includes the tuning effect, overdrive effect, and tuning point allocation status that were provisionally determined in step P50-3 above, that is, the settings immediately before the decision operation unit 360 was operated.
[0519] Returning to Figure 44, when the above-mentioned training stage processing (S7) is completed on server 1000, the training game termination processing unit 1102a executes the training game termination processing (S8).
[0520] Figure 55 is a flowchart illustrating the termination process of the training game on server 1000. The training game termination processing unit 1102a derives an evaluation score based on various parameters of the character being trained (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0521] Furthermore, the training game termination processing unit 1102a determines the factors that the training character will acquire (S8-3). Also, the training game termination processing unit 1102a determines the class based on the number of fans acquired (S8-4). Furthermore, the training game termination processing unit 1102a determines the affection points based on predetermined parameters such as training rank or number of fans (S8-5). Although a detailed explanation is omitted here, the affection points are awarded not to the training character, but to the character from which the training character is based.
[0522] The story screens described above are available in multiples for each character, and some story screens have unlock conditions. Some story screens have affection points as an unlock condition, and once the affection points reach a certain threshold, the player can view that story screen.
[0523] Also, the cultivation game end processing unit 1102a determines a pseudonym (S8-6). Here, the conditions achieved in the main cultivation game are confirmed, and the pseudonym acquired by the cultivated character is determined. Also, the cultivation game end processing unit 1102a determines the reward to be given to the player (S8-7). Also, the cultivation game end processing unit 1102a associates the cultivation character information including the evaluation score, cultivation rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, pseudonym, etc. with the player ID of the player and stores it in the game information storage unit 1151 (S8-8). Also, the cultivation game end processing unit 1102a sets the cultivation result information and causes the player terminal 1 to receive it (S8-9).
[0524] Returning to FIG. 44, when the player terminal 1 receives the cultivation result information, the cultivation completion processing unit 702a executes the cultivation game end processing (P8). Here, the cultivation completion processing unit 702a stores the received cultivation result information in the game information storage unit 751. Also, the cultivation completion processing unit 702a displays the cultivation completion screen 940 (see FIGS. 41A, 41B, and 41C) on the display 26 based on the cultivation result information.
[0525] Through the above processing, the above-described cultivation game is realized. Also, the cultivation character information related to the cultivation (creation) of the cultivation character by the cultivation game is stored in association with the player ID. Note that the processing in the above-described player terminal 1 and server 1000 is merely an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.
[0526] As described above, one aspect of the embodiment has been described while referring to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various variations or modifications within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.
[0527] In the above embodiment, when a training command is executed, the ability parameter associated with the executed command increases. However, when a training command is executed, a predetermined parameter associated with the character being trained may be updated, and the ability parameter may increase by consuming that predetermined parameter. For example, training points may be set as the predetermined parameter. When a training command is executed, the character being trained gains training points. The player may then arbitrarily increase the ability parameter of the character being trained by consuming the training points.
[0528] In this case, there may be only one type of training point, or there may be multiple types. If there are multiple types of training points, the types of training points that can be obtained, or the percentage or probability of obtaining training points, may differ depending on the training command. Furthermore, the type of training points required to increase an ability parameter may differ depending on the ability parameter.
[0529] Furthermore, in the above embodiment, the tuning effect is common regardless of the type of character to be trained, inherited, or support character. However, the content of the tuning effect may change depending on the type of character to be trained, inherited, or support character set. Alternatively, the content of the tuning effect may change depending on the combination of characters to be trained, inherited, and support characters set.
[0530] Also, in the above embodiment, an automatic training function may be provided. The automatic training function is a function in which a computer automatically selects and executes commands in all turns or some turns. In addition, when using the automatic training function, a training policy may be set. In this case, the player may be able to arbitrarily set the training policy. Alternatively, based on the set training target character, inherited character, or support character, the computer may automatically select the training policy.
[0531] For example, depending on the training policy, the ability parameter to be preferentially increased among the five ability parameters is different. Alternatively, depending on the training policy, the preferred distance suitability or field suitability may be different.
[0532] Note that during the use of the automatic training function, all effects or some effects may be skipped. Furthermore, during the use of the automatic training function, the playback speed of all effects or some effects may be higher than when the automatic training function is not used.
[0533] Note that the content of the training game described in the above embodiment is only an example. In any case, the information processing program may cause the computer to perform the following processing.
[0534] (Processing performed by the computer) A process that enables the player to select at least one of a plurality of commands (in the above embodiment, as an example, the first command and the second command) including at least a plurality of types of predetermined commands (in the above embodiment, as an example, the first command) (in the above embodiment, as an example, P7-2, S7-3, S20-12). A process for receiving player operations (P50-2 in the above embodiment, for example) which includes at least a variation operation (operation of point variation operation units 326a and 326b in the above embodiment) to vary a specific point (tuning point in the above embodiment, for example) associated with the training game medium, which is linked to at least one of several selection items (chips in the above embodiment, for example). A process for storing the results of the variable operation (S7-12 is an example in the above embodiment). When a predetermined command is selected, a process is performed to update the parameters associated with the training game medium based on the selected predetermined command (S20 is an example in this embodiment). The process of updating parameters associated with the training target game medium involves, if predetermined conditions are met (for example, in the above embodiment, when a chip effect can be activated or when an overdrive effect can be activated), referring at least to the utility based on the result of the variation operation (for example, in the above embodiment, the chip effect and the overdrive effect), and updating the parameters (for example, in the above embodiment, the ability parameter and the research level) (for example, in the above embodiment, S10-8, S20-10).
[0535] Furthermore, the predetermined conditions may include a first predetermined condition (for example, in the above embodiment, when the overdrive effect can be activated). Furthermore, multiple commands may include specific commands (for example, an overdrive command in the above embodiment). Furthermore, the utility may include a first utility associated with a specific command (for example, an overdrive effect in the above embodiment). Furthermore, the information processing program may cause the computer to perform a process (for example, S20-12 in the above embodiment) to update the value of a specific parameter associated with a specific command (for example, the stage of the overdrive gauge 216a in the above embodiment) when certain conditions are met (for example, when training of a training item on which a gear icon 230 is placed is performed in the above embodiment). Furthermore, the process of allowing the player to select at least one of multiple commands may be implemented so that a specific command is available to the player when a specific parameter reaches a specific value (for example, in the above embodiment, the stage of the overdrive gauge 216a is the third stage). Furthermore, if a first predetermined condition, including the selection of a specific command, is met, the process of updating the parameters associated with the game medium being trained may refer to at least the first utility and update the parameters associated with the game medium being trained.
[0536] Furthermore, the process of allowing the player to select at least one of multiple commands may involve managing the number of times a particular command can be selected (for example, the number of stocks of the right to use the overdrive function in the above embodiment), decreasing the number of selectable commands based on the player's selection of a particular command, and increasing the number of selectable commands when a particular parameter reaches a specific value.
[0537] Furthermore, the selected items may belong to any of several groups, including a predetermined group (for example, in the above embodiment, the head core, chest core, and leg core). Furthermore, the information processing program may cause the computer to perform a process (S7-12 in the above embodiment as an example) that associates a first utility corresponding to a predetermined group with a specific command based on the total value of specific points assigned to the selection items belonging to the predetermined group.
[0538] Furthermore, the utility may include a second utility (for example, the tip effect in the above embodiment). Furthermore, the predetermined conditions may include a second predetermined condition (for example, in the above embodiment, when the chip effect can be activated). Furthermore, the process of updating parameters associated with the game medium being trained may, if a second predetermined condition relating to a selection item to which specific points are linked by a change operation is met, refer at least to the second utility corresponding to that selection item and update the parameters associated with the game medium being trained.
[0539] Furthermore, the parameters may include special parameters (for example, research-level parameters in the above embodiment). Furthermore, the process of updating parameters associated with the game medium being trained may update special parameters based on the selection of at least one command by the player. Furthermore, the information processing program may cause the computer to perform a process (for example, S7-9 in the above embodiment) to update specific points associated with the training game medium based on the value of a special parameter at a specific timing (for example, when an evaluation event is executed in the above embodiment).
[0540] Furthermore, the process for accepting player input may, when a predetermined timing (for example, the turn in which a tuning event is executed in the above embodiment) arrives, accept player input that includes at least one of several selectable items, which is associated with a specific point related to the training game medium. Furthermore, the process for storing the results of the variable operation may also store the results of the variable operation at a predetermined timing.
[0541] Furthermore, the above embodiment describes a case where tuning points are allocated to each chip to enable the chip effect and thereby activate the overdrive effect, but it is not limited to this. For example, it may be possible to activate or cancel each effect by consuming tuning points based on variable operations.
[0542] Also, by allowing the player to select an arbitrary effect, the tuning points may be automatically allocated. Specifically, for example, when the player selects a chip effect of increasing the individual increase value of the research level of "Wisdom" by 50%, the tuning points allocated to the "Wisdom Research Chip" may be automatically changed (updated) to "5". In this case, the above-described addition process may be executed, or the process of updating the numerical value stored in the storage area may be executed without executing the addition process.
[0543] Note that, among the cultivation games described in the above embodiment, some functions may not be provided. Also, a part or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, a part 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. For example, all programs for executing the above game may be stored in the player terminal 1 or the game device G.
[0544] Note that the information processing program for executing the processing in the above embodiment and various modification examples may be stored in a computer-readable non-temporary storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modification examples may be an information processing method for realizing each function and the steps shown in the flowchart.
Explanation of Signs
[0545] 1 Player Terminal 1000 Server G Game Device S Information Processing System
Claims
1. A process that allows the player to select at least one of several commands, which include at least several types of predetermined commands, A process that accepts player input, which includes at least one of several selection items, and a change operation to change specific points associated with the training game medium, A process for storing the results of the aforementioned variation operation, When the predetermined command is selected, the process of updating the parameters associated with the training target game medium based on the selected predetermined command, Have the computer perform this task. The process of updating the parameters associated with the training target game medium is: An information processing program that, when certain conditions are met, updates the parameters by referring to the utility based on the results of the variation operation.
2. The aforementioned predetermined conditions include the first predetermined conditions, The aforementioned multiple commands include a specific command, The aforementioned utility includes the first utility associated with the specific command, A process to update the value of a specific parameter associated with the specific command when certain conditions are met. Have the computer perform this task. The process of allowing the player to select at least one of the aforementioned multiple commands is as follows: When the aforementioned specific parameter reaches a specific value, the aforementioned specific command is made available to the player for selection. The process of updating the parameters associated with the training target game medium is: The information processing program according to claim 1, which, when the first predetermined condition including the selection of the specific command is met, updates the parameter associated with the training target game medium by referring to at least the first utility.
3. The process of allowing the player to select at least one of the aforementioned multiple commands is as follows: The system manages the number of times the specified command can be selected, and based on the player selecting the specified command, it reduces the number of times the command can be selected. When the specified parameter reaches the specified value, increase the number of selectable times. The information processing program according to claim 2.
4. The aforementioned selection item belongs to one of several groups, including a predetermined group. A process of associating the first utility corresponding to the predetermined group with the specific command, based on the total value of the specific points assigned to the selection items belonging to the predetermined group. An information processing program according to claim 2 or 3, which causes a computer to perform the following.
5. The aforementioned utility includes the second utility, The aforementioned predetermined conditions include the second predetermined conditions, The process of updating the parameters associated with the training target game medium is: If the second predetermined condition relating to the selection item to which the specific point is linked by the aforementioned variation operation is met, the parameters associated with the training target game medium are updated by referring to at least the second utility corresponding to the selection item. The information processing program according to claim 2 or 3.
6. The aforementioned parameters include special parameters, The process of updating the parameters associated with the training target game medium is: Based on the selection of at least one of the aforementioned commands by the player, the special parameters are updated, A process to update the specific points associated with the training target game medium based on the value of the special parameter at a specific timing, An information processing program according to any one of claims 1 to 3, which causes a computer to perform the following.
7. An information processing method performed by one or more computers, The aforementioned computer, A process that allows the player to select at least one of several commands, which include at least several types of predetermined commands, A process that accepts player input, which includes at least one of several selection items, and a change operation to change specific points associated with the training game medium, A process for storing the results of the aforementioned variation operation, When the predetermined command is selected, the process of updating the parameters associated with the training target game medium based on the selected predetermined command, To carry out, The process of updating the parameters associated with the training target game medium is: An information processing method that, when predetermined conditions are met, updates the parameters by referring to the utility based on the results of the variation operation.
8. Equipped with one or more computers, The aforementioned computer, A process that allows the player to select at least one of several commands, which include at least several types of predetermined commands, A process that accepts player input, which includes at least one of several selection items, and a change operation to change specific points associated with the training game medium, A process for storing the results of the aforementioned variation operation, When the predetermined command is selected, the process of updating the parameters associated with the training target game medium based on the selected predetermined command, To carry out, The process of updating the parameters associated with the training target game medium is: A game device that, when certain conditions are met, updates the parameters by referring at least to the utility based on the results of the variation operation.
9. An information processing system comprising one or more computers, The aforementioned computer, A process that allows the player to select at least one of several commands, which include at least several types of predetermined commands, A process that accepts player input, which includes at least one of several selection items, and a change operation to change specific points associated with the training game medium, A process for storing the results of the aforementioned variation operation, When the predetermined command is selected, the process of updating the parameters associated with the training target game medium based on the selected predetermined command, To carry out, The process of updating the parameters associated with the training target game medium is: An information processing system that, when predetermined conditions are met, updates the parameters by referring at least to the utility based on the results of the variation operation.