Information processing program, information processing method, and information processing system

JP2026088423A5Pending Publication Date: 2026-07-29CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2026-03-24
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Breeding games risk losing player interest due to repetitive gameplay progression based on character possession status, leading to a lack of variety and engagement.

Method used

An information processing method that links media identification information with game identification information to enable dynamic gameplay effects, allowing players to select and register game media, display special game media effects, and adjust event probabilities and parameters based on player interaction.

Benefits of technology

Enhances gameplay interest by introducing variability and dynamic events, ensuring each gameplay session offers unique experiences and maintains player engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the enjoyment of the game. [Solution] The information processing method performed by the computer maintains information that links media identification information assigned to a game medium set as a special game medium with game identification information assigned to a predetermined game, allows the player to select the game medium to be used in the selected predetermined game, registers the selected game medium, executes the predetermined game based on the registered game medium, displays information based on the benefits that occur when a game medium set as a special game medium is registered, and identifies and displays the game medium set as a special game medium in the selected predetermined game.
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Description

Technical Field

[0001] The present invention relates to an information processing method, an information processing system, and an information processing program.

Background Art

[0002] Conventionally, games of a genre called breeding games have been known. In breeding games, a plurality of types of breeding items are provided, and a player can select one of the breeding items and breed a character to be bred.

[0003] For example, Patent Document 1 discloses a game in which parameters of a character to be bred change based on characters compiled in a deck by a player. The characters bred in the breeding game can be used in other games.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In the above breeding game, there is an enjoyment in that various characters with different abilities can be bred by varying the compilation of the deck. However, for example, depending on the possession status of the characters that can be compiled in the deck, etc., the progress of the breeding game may follow the same flow every time, and there is a risk that the interest of the game will decline.

[0006] An object of the present invention is to provide an information processing method, an information processing system, and an information processing program that can improve the interest of a game.

Means for Solving the Problems

[0007] To solve the above problem, the information processing method is an information processing method performed by a computer, A process for maintaining information that links media identification information assigned to a game medium designated as a special game medium among multiple types of game media usable in a predetermined game, with game identification information assigned to the predetermined game. After the predetermined game is selected, the process allows the player to select the game medium to be used with the selected predetermined game from among several types of game media. A process for registering the game medium selected by the player, A process of executing the predetermined game based on the registered game medium, A process to display, during the predetermined game, the effects that occur when the game medium set as the special game medium is registered, A process to identify and display the game medium set as the special game medium in the selected predetermined game, at least after selecting the predetermined game, Includes.

[0008] Information processing methods are The process further includes setting the system to a permitted state, which enables the display of the identification of the game medium set as the special game medium, or to a denied state, which prevents the display of the identification of the game medium set as the special game medium, based on the player's operation. The game medium set as the special game medium may be displayed as an identifier when it is set to the permitted state.

[0009] The aforementioned predetermined game consists of multiple turns, In the process of executing the predetermined game, unit processing is performed, The unit processing includes a process that generates an event associated with the game identification information assigned to the predetermined game that is currently running. The aforementioned utility includes changing the content of the aforementioned event, In the process of displaying information based on the aforementioned utility, it is also possible to display information corresponding to the content of the changed event.

[0010] The aforementioned predetermined game consists of multiple turns, In the process of executing the predetermined game, unit processing is performed, The unit processing includes a process that generates an event associated with the game identification information assigned to the predetermined game that is currently running. The aforementioned utility includes changing the number or probability of occurrence of the events that occur during the predetermined game. In the process of displaying the utility described above, a display corresponding to the event determined based on the number or probability of the changed event may also be displayed.

[0011] The aforementioned utility may include changing the parameters used during the predetermined game.

[0012] To solve the above problems, the information processing system is provided by one or more computers, A process for maintaining information that links media identification information assigned to a game medium designated as a special game medium among multiple types of game media usable in a predetermined game, with game identification information assigned to the predetermined game. After the predetermined game is selected, the process allows the player to select the game medium to be used with the selected predetermined game from among several types of game media. A process for registering the game medium selected by the player, A process of executing the predetermined game based on the registered game medium, A process to display, during the predetermined game, the effects that occur when the game medium set as the special game medium is registered, A process to identify and display the game medium set as the special game medium in the selected predetermined game, at least after selecting the predetermined game, To carry out.

[0013] To solve the above problems, the information processing program includes: a process of holding information in which medium identification information assigned to the game medium set as a special game medium among a plurality of types of game media usable in a predetermined game is associated with game identification information assigned to the predetermined game; a process of enabling a player to select, from among the plurality of types of game media, the game medium to be used in the selected predetermined game after the predetermined game is selected; a process of registering the game medium selected by the player; a process of executing the predetermined game based on the registered game medium; a process of performing, during the predetermined game, a display based on an effect that occurs when the game medium set as the special game medium is registered; a process of identifying and displaying, at least after selection of the predetermined game, the game medium set as the special game medium in the selected predetermined game; and causing a computer to execute these processes.

Advantages of the Invention

[0014] According to the present invention, the interest of the game can be improved.

Brief Description of the Drawings

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram 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. 3 is a diagram for explaining a general progress flow of a breeding game. [Figure 4]Figure 4A is a diagram illustrating the home screen. Figure 4B is the first diagram illustrating the main character selection screen. Figure 4C is the first diagram illustrating the character details screen. Figure 4D is the second diagram illustrating the character details screen. [Figure 5] Figure 5A is a diagram illustrating the ability parameter (initial value) table. Figure 5B is a diagram illustrating the aptitude parameter (initial value) table. Figure 5C is a diagram illustrating the skill table. Figure 5D is a diagram illustrating the dedicated event table. [Figure 6] Figure 6A is the first diagram illustrating the support card settings screen. Figure 6B is the diagram illustrating the support card selection screen. Figure 6C is the second diagram illustrating the support card settings screen. [Figure 7] Figure 7A is a diagram illustrating the support card table. Figure 7B is a diagram illustrating the support effect table. Figure 7C is a diagram illustrating the possessed skills table. Figure 7D is a diagram illustrating the support event table. [Figure 8] Figure 8 is the first diagram illustrating the character identification information table. [Figure 9] Figure 9 is a second diagram illustrating the character identification information table. [Figure 10] Figure 10 is a diagram illustrating the selection item table. [Figure 11] Figure 11A is the first diagram illustrating the game screen. Figure 11B is the second diagram illustrating the game screen. [Figure 12] Figure 12A is the first diagram illustrating the training screen. Figure 12B is the second diagram illustrating the training screen. Figure 12C is the diagram illustrating the training results notification screen. Figure 12D is the diagram illustrating the events screen. [Figure 13] Figure 13A is the first diagram illustrating the skills screen. Figure 13B is the second diagram illustrating the skills screen. [Figure 14]Figure 14A is the first diagram illustrating the individual race selection screen. Figure 14B is a diagram illustrating the individual race start screen. Figure 14C is a diagram illustrating the individual race results screen. [Figure 15] Figure 15A is an illustration illustrating the team race selection screen. Figure 15B is an illustration illustrating the team race formation screen. Figure 15C is an illustration illustrating the team race start screen. Figure 15D is an illustration illustrating the team race interim results screen. [Figure 16] Figure 16A is the first diagram illustrating the detailed results screen for the team race. Figure 16B is the first diagram illustrating the overall results screen for the team race. Figure 16C is the second diagram illustrating the detailed results screen for the team race. Figure 16D is the second diagram illustrating the overall results screen for the team race. [Figure 17] Figure 17 illustrates the relationships between team members, sub-members, and random members. [Figure 18] Figure 18 is a diagram illustrating the general flow of processing at the start of a turn. [Figure 19] Figure 19 is a diagram illustrating the presence or absence of placement. [Figure 20] Figure 20A is a diagram illustrating the training level table. Figure 20B is a diagram illustrating the fixed increase value (speed) table. Figure 20C is a diagram illustrating the fixed increase value (power) table. Figure 20D is a diagram illustrating the bonus addition rate table. [Figure 21] Figure 21 is a diagram illustrating event types and event classifications. [Figure 22] Figure 22 illustrates the relationship between event type and number of turns. [Figure 23] Figure 23A is the third diagram illustrating the game screen. Figure 23B is the third diagram illustrating the training screen. [Figure 24] Figure 24A is a diagram illustrating the table for determining whether or not a special training event will be held. Figure 24B is a diagram illustrating the table for determining special icons. Figure 24C is a diagram illustrating the table for determining bonus icons. [Figure 25] Figure 25A is a diagram illustrating the fixed bonus value (main character) table. Figure 25B is a diagram illustrating the bonus addition value (main character) table. [Figure 26] Figure 26A is a diagram illustrating the fixed increase value (training target) table. Figure 26B is a diagram illustrating the bonus increase value (training target) table. [Figure 27] Figure 27A is the fourth diagram illustrating the game screen. Figure 27B is the second diagram illustrating the individual race selection screen. [Figure 28] Figure 28A is a diagram illustrating the scenario top screen. Figure 28B is the first diagram illustrating the specific character description dialog. Figure 28C is the second diagram illustrating the specific character description dialog. Figure 28D is the second diagram illustrating the main character selection screen. [Figure 29] Figure 29 is a diagram illustrating specific character information. [Figure 30] Figure 30 illustrates the memory configuration and computer functions of the player terminal. [Figure 31] Figure 31 illustrates the memory configuration and computer functionality of the server. [Figure 32] Figure 32 is a sequence diagram illustrating the basic processing of the player terminal and server. [Figure 33] Figure 33 is a first flowchart illustrating the scenario selection process on the player terminal. [Figure 34] Figure 34 is a second flowchart illustrating the scenario selection process on the player terminal. [Figure 35] Figure 35 is a flowchart illustrating the preparation process on the player terminal. [Figure 36] Figure 36 is a flowchart illustrating the training stage processing on the player terminal. [Figure 37] Figure 37 is a flowchart illustrating the turn start processing on the player terminal. [Figure 38] Figure 38 is a flowchart illustrating the placement process on the player terminal. [Figure 39] Figure 39 is a flowchart illustrating the guest character determination process on the player terminal. [Figure 40] Figure 40 is a flowchart illustrating the numerical determination process in the player terminal. [Figure 41] Figure 41 is a flowchart illustrating the event determination process in the player terminal. [Figure 42] Figure 42 is a flowchart illustrating the turn-based processing on the player terminal. [Figure 43] Figure 43 is a flowchart illustrating the character identification information update process on the player terminal. [Figure 44] Figure 44 is a flowchart illustrating the training execution process on the player terminal. [Modes for carrying out the invention]

[0016] 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.

[0017] (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.

[0018] 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.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.

[0020] 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.

[0021] 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.

[0022] (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, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.

[0023] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.

[0024] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0025] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 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. Memory 12 is connected to the CPU 10 via bus 14.

[0026] 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.

[0027] 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 12 (RAM) by the CPU 10.

[0028] 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 other information received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0029] 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.

[0030] 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.

[0031] (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 characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery known as gacha, or support cards distributed by the operator.

[0032] As will be described in detail later, in this embodiment, in a training game including a plurality (for example, 60) of turns, it has a gameplay of training a character possessed by a player. Further, the training game in this embodiment is one in which a racehorse is anthropomorphized into a character, and has a gameplay of training the character and aiming for first place in a race imitating horse racing.

[0033] FIG. 3 is a diagram for explaining a rough flow of the training game. The training game is roughly classified into a setting game and a training main game. As will be described in detail later, the training main game is a game of training one main character selected from the characters possessed by the player. Further, the setting game corresponds to a preparation stage of the training main game, and is a game of registering a main character and support cards. Hereinafter, the processing performed in the setting game will be referred to as preparation stage processing, and the processing performed in the training main game will be referred to as training stage processing. Here, for ease of understanding, the rough flow in the preparation stage processing and the training stage processing will be described first.

[0034] <Preparation stage processing> In the preparation stage processing, mainly, registration of the main character, registration of support cards, registration of specific characters, and setting of initial character identification information are performed. Note that the support card is for assisting in the training of the main character. Each support card is necessarily associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the training of the main character. Hereinafter, the character associated with the support card will be referred to as a support character.

[0035] <Registration of the main character> FIG. 4A is a diagram for explaining the home screen 27. In this embodiment, when the game application is launched on the player terminal 1, the home screen 27 is displayed on the display 26. At the bottom of the home screen 27, a menu bar 28 and a scenario operation unit 29 marked with "scenario" are displayed.

[0036] The menu bar 28 is provided with multiple control sections that the player can operate (tap). The menu bar 28 includes a home screen selection control section 28a labeled "home," a race screen selection control section 28b labeled "race," and a gacha screen selection control section 28c labeled "gacha." In the menu bar 28, the control section corresponding to each screen is highlighted so that the screen currently displayed on the display 26 can be identified.

[0037] On the home screen 27, when the player taps the gacha screen selection operation section 28c, a gacha screen (not shown) is displayed on the display 26. While a detailed explanation is omitted here, the gacha screen allows players to perform a gacha draw, where they can randomly obtain characters and support cards. Players can perform the gacha draw by spending in-game currency.

[0038] Furthermore, when the player taps the scenario operation unit 29 on the home screen 27, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the main training game are provided. Each scenario of the main training game has a final goal and goals along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario. The player can select one of the multiple scenarios on the scenario selection screen.

[0039] Note that there are two scenarios, the first and the second, and the following explanation assumes that the first scenario has been selected. When the first scenario is selected on the scenario selection screen, the scenario top screen, which will be described later, is displayed. When a predetermined operation is performed on the scenario top screen, the main character selection screen 30 shown in Figure 4B is displayed on the display 26. This starts the setting game and the preparation stage processing is executed. Note that the content of the setting game is the same for all scenarios. However, the content of the setting game may differ for each scenario.

[0040] Figure 4B is the first diagram illustrating the main character selection screen 30. In the center of the main character selection screen 30, multiple character icons 31 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 30, a parameter display section 32 is displayed. At the bottom of the main character selection screen 30, a return operation section 33 labeled "Return" and a next operation section 34 labeled "NEXT" are displayed.

[0041] In this embodiment, initial values ​​for ability parameters are set for each character, and the parameter display unit 32 displays the initial values ​​of the ability parameters for the character corresponding to the character icon 31 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.

[0042] Figure 5A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 5A, 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 parameter display unit 32 displays the initial values ​​of the ability parameters.

[0043] 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 a speed ability parameter labeled "Speed" in the parameter display unit 32, a stamina ability parameter labeled "Stamina" in the parameter display unit 32, a power ability parameter labeled "Power" in the parameter display unit 32, a tenacity ability parameter labeled "Spirit" in the parameter display unit 32, and a wisdom ability parameter labeled "Wisdom" in the parameter display unit 32.

[0044] The initial values ​​of each character's ability parameters may be increased through player actions. For example, a character may have five levels, and the player may be able to increase the character's level by consuming in-game currency or designated items. In this case, the initial values ​​of the ability parameters should increase as the character's level increases. The player can increase the values ​​of the ability parameters in the main training game. In other words, the objective of the main training game is to train characters with higher valued ability parameters.

[0045] In this embodiment, aptitude parameters (initial values) are set for each character. Figure 5B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 5B, the initial values ​​of the aptitude parameters for each character are stored in the aptitude parameter (initial value) table. 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. The parameter display unit 32 may also display the initial values ​​of the aptitude parameters based on the initial values ​​of the aptitude parameters stored in the aptitude parameter (initial value) table.

[0046] 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.

[0047] 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. In addition, during the main training game, the aptitude parameter may be set to S, which is higher than A.

[0048] Figure 4C is the first diagram illustrating the character details screen 40. Figure 4D is the second diagram illustrating the character details screen 40. When a character icon 31 on the main character selection screen 30 is pressed and held, the character details screen 40 is displayed on the display 26. The character details screen 40 displays the detailed abilities of the character corresponding to the character icon 31 that was pressed and held on the main character selection screen 30.

[0049] The character details screen 40 displays the skill control section 41 and the event control section 42 in the center. As shown in Figure 4C, when the character details screen 40 is first displayed, the skill control section 41 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 individual races and team races, which will be described later. The race development of each character will be advantageous when skills are activated.

[0050] Figure 5C is a diagram illustrating the skill table. As shown in Figure 5C, the skill table stores the skills of each character the player possesses. Based on the skills stored in the skill table, the skills are displayed on the character details screen 40, as shown in Figure 4C. Note that skills cannot be activated simply by possessing them; they can only be activated after being acquired. Below, skills that a character can activate will be referred to as acquired skills.

[0051] Each character is assigned one acquired skill 41a from the start of the main training game. In addition to the acquired skill 41a, each character is also assigned multiple possessed skills 41b. Possessed skills 41b 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 41b can be exchanged for acquired skills 41a by spending skill points.

[0052] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 5C are displayed as acquired skills 41a in the character details screen 40 of Figure 4C. Also, skills corresponding to "〇" in the skill table shown in Figure 5C are displayed as possessed skills 41b in the character details screen 40 of Figure 4C. In this embodiment, as shown in the character details screen 40 of Figure 4C, acquired skills 41a are highlighted to make it easier to distinguish between acquired skills 41a and possessed skills 41b.

[0053] In this embodiment, Figure 4C shows a case where one acquired skill 41a and seven possessed skills 41b are displayed as skills provided for each character, but it is not limited to this. For example, the number of acquired skills 41a and possessed skills 41b may differ for each character. Also, for example, the number of acquired skills 41a or possessed skills 41b for each character may increase due to the character's level increasing, the consumption of in-game currency or items, etc.

[0054] Furthermore, when the player taps the event operation section 42 on the character details screen 40, the content of the character details screen 40 changes, as shown in Figure 4D, and a dedicated event 42a for each character is displayed. In this case, as shown in Figure 4D, the event operation section 42 is highlighted. Dedicated events 42a occur when certain conditions are met in the main training game, and they display stories related to the characters appearing in the training game or change the values ​​of ability parameters.

[0055] Figure 5D is a diagram illustrating the dedicated event table. As shown in Figure 5D, the dedicated event table stores dedicated events 42a for each character owned by the player. Based on the dedicated events 42a stored in the dedicated event table, the dedicated events 42a are displayed on the character details screen 40, as shown in Figure 4D. The dedicated events 42a may include hint events that allow the acquisition or possession of skills, ability events that increase or decrease the numerical values ​​of the character's ability parameters, etc.

[0056] Furthermore, the special events 42a displayed on the character details screen 40 shown in Figure 4D may all be executed during the execution of the main training game, or at least some of them may be executed during the execution of the main training game, or none of them may be executed during the execution of the main training game if the predetermined conditions are not met. In addition, the number of special events 42a provided for each character may increase, for example, when the character's level increases, or when in-game currency or items are consumed. Also, if the predetermined conditions are met, special events 42a that are not displayed as special events 42a may be executed during the main training game.

[0057] Furthermore, as shown in Figures 4C and 4D, a close operation button 43 labeled "close" is displayed at the bottom of the character details screen 40. When the close operation button 43 on the character details screen 40 is tapped, the display of the character details screen 40 ends, and the main character selection screen 30 is displayed on the display 26.

[0058] Furthermore, when the return operation unit 33 is tapped on the main character selection screen 30 shown in Figure 4B, the home screen 27 shown in Figure 4A is displayed on the display 26.

[0059] Furthermore, when the Next Operation Unit 34 is tapped on the main character selection screen 30 shown in Figure 4B, the selected character is set as the main character, and the support card setting screen 50 is displayed on the display 26.

[0060] <Register your support card> Figure 6A is the first diagram illustrating the support card setting screen 50. A support card display area 51 is provided in the center of the support card setting screen 50. The support card display area 51 includes multiple support card setting operation units 52. In addition, a return operation unit 53 labeled "Return" and a start operation unit 54 labeled "START" are displayed at the bottom of the support card setting screen 50.

[0061] The support card display area 51 displays multiple (six in this case) support card setting operation units 52. The number of support card setting operation units 52 displayed corresponds to the number of support cards that the player can set. Initially, when the support card setting screen 50 is displayed, the support card setting operation units 52 are displayed as blank.

[0062] In this embodiment, six types of support cards can be selected from the support cards the player possesses. Furthermore, some of the six selectable support cards (for example, five) may be selected from the support cards the player possesses, while the remaining one (for example, one) may be selected from support cards the player does not possess.

[0063] Figure 6B is a diagram illustrating the support card selection screen 60. When the support card setting operation unit 52 of the support card setting screen 50 in Figure 6A is operated, the support card selection screen 60 shown in Figure 6B is displayed on the display 26. The support card selection screen 60 displays a list of icons 61 corresponding to the support cards the player possesses. By tapping the icon 61 displayed on the support card selection screen 60, the player can select a support card.

[0064] Figure 7A is a diagram illustrating the support card table. As shown in Figure 7A, 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, one support card is always associated with one support character.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] Figure 7B is a diagram illustrating the support effect table. As shown in Figure 7B, the support effect table stores the support effects for each type of support card held by the player.

[0070] Support effects increase various stats in the training-focused 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.

[0071] Figure 7C is a diagram illustrating the skill table. As shown in Figure 7C, the skill table lists the skills a player possesses for each support card they have.

[0072] In this embodiment, each support card has its own set of skills, just as the character set as the main character by the player possesses those skills. The skills set for each support card can be acquired by the main character selected by the player, or by other characters who have been promoted to team members as described later, when a hint event occurs during the main training game.

[0073] Figure 7D is a diagram illustrating the support event table. As shown in Figure 7D, the support event table stores the support events that may occur for each support card the player possesses. 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.

[0074] 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.

[0075] Figure 6C is a second diagram illustrating the support card setting screen 50. In this embodiment, when all six support cards are selected, the start operation unit 54 becomes operable, as shown in Figure 6C. On the other hand, when not all six support cards are selected, the start operation unit 54 becomes inoperable, as shown in Figure 6A.

[0076] When the return operation unit 53 on the support card setting screen 50 is operated, the main character selection screen 30 shown in Figure 4B is displayed on the display 26. Also, as shown in Figure 6C, when the start operation unit 54 on the support card setting screen 50 is tapped, the selected support card is registered and the game screen 70 (Figure 11A) is displayed on the display 26.

[0077] <Registering a specific character> As described above, once the main character and support card are registered, specific characters are then registered. In this embodiment, four types of characters are pre-set as specific characters for the first scenario.

[0078] Figure 8 is the first diagram illustrating the character identification information table. Figure 9 is the second diagram illustrating the character identification information table. Figure 8 shows the case where "Character C" is registered as the main character, and "Character E", "Character I", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters. Figure 9 shows the case where "Character F" is registered as the main character, and "Character E", "Character J", "Character L", "Character M", "Character Q", and "Character T" are registered as support characters.

[0079] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the main character and the character type set as the support character.

[0080] In this embodiment, as shown in Figure 8, "Character F," "Character J," "Character N," and "Character R" are set as specific characters for the first scenario. When the player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.

[0081] Also, when a support card is selected by the player's operation, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.

[0082] Also, when information related to the main character and support cards is registered in the character identification information table, information related to specific characters is registered. At this time, in the first scenario, as shown in FIGS. 8 and 9, regardless of the types of the registered main character and support characters, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters.

[0083] <Setting of Initial Character Identification Information> As described above, when the main character, support character, and specific character are registered, registration of team members and sub-members is performed. Although details will be described later, in the breeding game, it is necessary to play a battle game using the characters registered as team members. Also, when the characters registered as sub-members satisfy certain conditions, those characters are registered as team members.

[0084] In the present embodiment, in the character identification information table, the characters registered as the main character, support character, and specific character are registered as team members. That is, in the case of FIG. 8, "Character C", "Character E", "Character F", "Character I", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members. Also, in the case of FIG. 9, "Character E", "Character F", "Character J", "Character L", "Character M", "Character N", "Character Q", "Character R", "Character T" are registered as team members.

[0085] Also, in the character identification information table, among the characters or support cards (support characters) possessed by the player, characters not registered as team members are registered as sub-members. Note that all of the remaining characters among the pre-determined characters that are not registered as team members, or some of the characters selected by lottery, may be registered as sub-members.

[0086] In this way, when information related to team members and sub-members (initial character identification information) is stored in the character identification information table, the preparation stage process ends.

[0087] <Growth stage process> When the preparation stage process ends, the growth stage process starts. In the growth stage process, it becomes possible to grow the main character and the characters registered as team members. Note that, in order to facilitate understanding, first, the basic flow of the main growth game will be described below, and then the characteristic points of the main growth game will be described in detail.

[0088] FIG. 10 is a diagram for explaining the selection item table. Note that a selection item table may be provided according to the type of the main character, or a common selection item table may be provided regardless of the type of the main character. As shown in FIG. 10, the growth game is composed of the 1st turn to the 60th turn, and has a game property in which various parameters are updated according to the player's selection result in each turn.

[0089] Figure 11A is the first diagram illustrating the game screen 70. Figure 11B is the second diagram illustrating the game screen 70. When the game transitions to the training stage, the game screen 70 shown in Figures 11A and 11B is displayed on the display 26. At the top of the game screen 70, the stamina display section 71 and the condition display section 72 are displayed. The main character has a "stamina" parameter. 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 71 displays the current amount of stamina remaining for the main character in relation to the upper limit of "stamina".

[0090] Furthermore, the main character has a "condition" parameter. The condition display unit 72 visually displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the main character's race performance will be, and the greater the increase in ability parameters through training.

[0091] Furthermore, as shown in Figures 11A and 11B, the central part of the game screen 70 displays an image of the main character, a status display section 73, and a skill point display section 74. The status display section 73 displays the current status of the main character as a numerical value and a multi-level rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + S, SS, SS + It is shown in 16 stages. Specifically, in this embodiment, the numerical values ​​and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 74 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.

[0092] Furthermore, as shown in Figures 11A and 11B, the bottom of the game screen 70 displays the following controls: a rest control section 75 labeled "Rest," a training control section 76 labeled "Training," a skill control section 77 labeled "Skill," an outing control section 78 labeled "Going Out," a personal race control section 79a labeled "Race," and a team race control section 79b labeled "Team Race."

[0093] As shown in Figure 11A, the individual race control unit 79a and as shown in Figure 11B, the team race control unit 79b share the same display area on the game screen 70. Additionally, the current turn number is displayed at the top of the game screen 70.

[0094] Furthermore, in each turn, the player can select one of the following options: "Rest" (rest control unit 75), "Training" (training control unit 76), "Going Out" (going out control unit 78), "Race" (individual race control unit 79a), or "Team Race" (team race control unit 79b). As shown in Figure 10, the selectable options for each turn are pre-set.

[0095] In this embodiment, as shown in Figure 10 for turns 20, 30, 35, 57, 59, and 60, when the "Team Race" (Team Race Operation Unit 79b) item is selectable, the "Rest" (Rest Operation Unit 75), "Training" (Training Operation Unit 76), "Going Out" (Going Out Operation Unit 78), and "Race" (Individual Race Operation Unit 79a) items are set to be unselectable. Also, when the "Rest" (Rest Operation Unit 75), "Training" (Training Operation Unit 76), "Going Out" (Going Out Operation Unit 78), and "Race" (Individual Race Operation Unit 79a) items are selectable, the "Team Race" (Team Race Operation Unit 79b) item is set to be unselectable.

[0096] On the other hand, the skill operation unit 77 is set to be selectable at all times during every turn. As will be explained in more detail later, even if a skill is acquired, the turn does not end.

[0097] Figure 12A is the first diagram illustrating the training screen 80. Figure 12B is the second diagram illustrating the training screen 80. When the training control unit 76 of the game screen 70 is operated, the training screen 80 is displayed on the display 26.

[0098] As shown in Figure 12A, training items are displayed at the bottom of the training screen 80. Here, the speed control unit 81 labeled "Speed", the stamina control unit 82 labeled "Stamina", the power control unit 83 labeled "Power", the tenacity control unit 84 labeled "Spirit", and the intelligence control unit 85 labeled "Wisdom" are displayed.

[0099] When the player taps any of the control units 81-85 once, the training item corresponding to the tapped control unit 81-85 is provisionally selected, and the control unit 81-85 corresponding to the provisionally selected training item is highlighted. Figure 12A shows the power control unit 83 in a provisionally selected state. Figure 12B shows the stamina control unit 82 in a provisionally selected state.

[0100] Additionally, each control panel (81-85) displays the training level for each training item. As will be explained in more detail later, the training level is a parameter that increases as the team ranking rises, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0101] Additionally, the operation units 81-85, which are currently under provisional selection, display a failure rate indicator 86 labeled "Failure". The failure rate, displayed numerically in the failure rate indicator 86, is set to increase inversely proportional to the remaining health displayed in the health indicator 71.

[0102] Furthermore, the status display unit 73 displays the value by which the ability parameter increases if the training corresponding to the tentatively selected operation unit 81-85 is executed and successful. For example, in the example shown in Figure 12A, the power operation unit 83 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" for "Power" in the status display unit 73. In the example shown in Figure 12B, the stamina operation unit 82 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 73.

[0103] Furthermore, if the training is successfully executed, an event notification display 87 is displayed on the operation units 81-85 corresponding to the training item in which a predetermined event occurs. The event notification display 87 can be displayed in different ways depending on the type of event.

[0104] Furthermore, in the upper right corner of the training screen 80, icons 88 of the characters placed in the training are displayed for each of the tentatively selected operation items 81 to 85. If the training is successful and a predetermined event occurs corresponding to the character displayed on the icon 88, an event notification display 87 is displayed on the corresponding icon 88. In the following, training in which characters are placed will be referred to as joint training.

[0105] Figure 12C is a diagram illustrating the training result notification screen 80a. When any of the tentatively selected operation units 81-85 is tapped again, the training corresponding to the tapped operation unit 81-85 is executed. Once the training is executed, the training result notification screen 80a, which notifies the success or failure of the training, is displayed on the display 26. Here, the word "Success" is displayed, notifying the player that the training was successful.

[0106] Furthermore, at this time, the ability parameters in the status display unit 73 are updated based on the success of the training. In other words, the ability parameters (ability information) of the main character corresponding to the training item (training type) selected by the player are updated.

[0107] Here, the value of the ability parameter that increases upon successful training, as displayed in the status display unit 73 in Figure 12A or Figure 12B above, is added. In addition, the display in the stamina display unit 71 is updated according to the training item performed. If you perform any of the speed, stamina, power, or tenacity training and succeed, your stamina will decrease. On the other hand, if you perform intelligence training and succeed, your stamina will recover.

[0108] 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).

[0109] 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.

[0110] Figure 12D is a diagram illustrating the event screen 80b. After the training results notification screen 80a finishes displaying, the event screen 80b may appear on display 26. Various events are executed on the event screen 80b. Note that multiple events may occur in a single turn.

[0111] For example, when a hint event occurs, the player can obtain a hint about a skill. Once a hint 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 individual and team races described later.

[0112] Events include events that grant skills, events that restore stamina, events that decrease stamina, events that increase ability parameters, events that decrease ability parameters, events that increase condition, events that decrease condition, etc. As will be explained in more detail later, events include predetermined events for each turn and events that occur when you win a predetermined lottery. Also, once all events have finished, the game screen 70 for the next turn will be displayed.

[0113] Figure 13A is the first diagram illustrating the skill screen 90. Figure 13B is the second diagram illustrating the skill screen 90. When the skill operation unit 77 of the game screen 70 is operated, the skill screen 90 shown in Figure 13A is displayed on the display 26.

[0114] Skill screen 90 displays acquired skills, skills pre-set for the main character, and skills acquired through various events. Furthermore, if a hint event occurs for an acquired skill, the skill points required to acquire that skill are discounted. Here, the required skill points for acquired skills are displayed with a discount, along with the discount rate.

[0115] Additionally, the skills displayed on the skill screen (90) show the activation conditions and effects of each skill when activated.

[0116] Additionally, the top of the skill screen 90 displays the health indicator 71, the condition indicator 72, and the skill point indicator 74. The top of the skill screen 90 also displays the current turn count.

[0117] Based on the player's actions, when a player acquires a skill by spending skill points, as shown in Figure 13B, the acquired skill will be displayed as "GET," indicating that the player has acquired the skill. At the same time, the skill points spent will be deducted from the skill points displayed in the skill point display unit 74, and the display will be updated.

[0118] Figure 14A is the first diagram illustrating the individual race selection screen 100. When the individual race control unit 79a of the game screen 70 is operated, the individual race selection screen 100 shown in Figure 14A is displayed. Individual races are a game where the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0119] At the top of the personal race selection screen 100, a stamina display section 71 and a condition display section 72 are displayed. In the center of the personal race selection screen 100, a personal race selection operation section 101 is displayed for selecting the type of personal race in which the main character will participate. At the bottom of the personal race selection screen 100, a start operation section 102 labeled "Start" is displayed. The races that can be selected using the personal race selection operation section 101 on the personal race selection screen 100 are pre-set for each turn. In addition, conditions for participating in each race may be pre-set, and participation in the race may be possible only if these conditions are met.

[0120] Figure 14B is a diagram illustrating the individual race start screen 110. When the type of individual race to be entered is selected in the individual race selection operation unit 101, and the start operation unit 102 is operated, the individual race start screen 110 shown in Figure 14B is displayed. The strategy display unit 111 is displayed in the center of the individual race start screen 110. In addition, the strategy display unit 111 highlights the currently selected strategy (stalk, overtake, lead, breakaway) and displays a change operation unit 112 labeled "Change". When the change operation unit 112 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the individual race to any strategy by operating on the strategy change screen.

[0121] Additionally, at the bottom of the individual race start screen 110, a results control section 113 labeled "Result" and a race control section 114 labeled "Race" are displayed.

[0122] When the race control unit 114 is operated, a race screen (not shown) is displayed on the display 26. The display 26 displays a video of the race unfolding (hereinafter also referred to as the race video).

[0123] Figure 14C is a diagram illustrating the individual race results screen 120. When the playback of the race video described above is finished, and when the results operation unit 113 is operated, the individual race results screen 120 is displayed on the display 26. The individual race results screen 120 displays the finishing order in the individual race.

[0124] Figure 15A is a diagram illustrating the team race selection screen 130. When the team race control unit 79b on the game screen 70 is operated, the team race selection screen 130 shown in Figure 15A is displayed. In the center of the team race selection screen 130, the opponent team selection control unit 131 is displayed for selecting an opponent for the team race in which to participate. The opponent can be an NPC. Alternatively, the opponent can be a team of another player, not just an NPC. In this case, a communication battle will be held with another player's team.

[0125] Furthermore, the characters that can participate in a team race can be selected from among the team members, and do not necessarily have to include the main character. Also, a single team member may participate in multiple races within a team race.

[0126] Figure 15B is a diagram illustrating the team formation screen 140. When the opposing team selection operation unit 131 is operated, the team formation screen 140 is displayed on the display 26. The team formation operation unit 141 is displayed on the team formation screen 140. By operating the team formation operation unit 141, the player can form a team of characters for the team race using characters registered as team members. In this embodiment, five races are held in the team race: "short distance," "mile," "middle distance," "long distance," and "dirt." The game has a gameplay where the overall winner of the team race is determined based on the wins and losses of each race.

[0127] Specifically, in a team race, the player wins overall if the number of races won by the player's team out of five is greater than the number of races won by the opposing team. Conversely, if the number of races won by the player's team is less than or equal to the number of races won by the opposing team out of five, the player loses overall in the team race.

[0128] Players can assemble a team of up to three different characters for each race. However, it is not possible to use the same type of character in multiple races. Additionally, a start control panel 142 labeled "Start" is displayed at the bottom of the team formation screen 140.

[0129] Figure 15C is a diagram illustrating the team race start screen 150. When the start operation unit 142 of the team formation screen 140 is operated, the team race start screen 150 shown in Figure 15C is displayed. In this embodiment, five races are performed in the team race, but the order in which they are performed may be predetermined or may be determined randomly.

[0130] As shown in Figure 15C, the center of the team race start screen 150 displays the characters of the player's team and the opposing team for the race being performed. Here, we show a case where the player has assembled two characters and the opposing team has assembled two characters for a "medium-distance" race.

[0131] Furthermore, as shown in Figure 15C, a results control unit 151 labeled "Result" and a race control unit 152 labeled "Race" are displayed at the bottom of the team race start screen 150. When the race control unit 152 is operated, a race video (not shown) is displayed.

[0132] Figure 15D illustrates the team race interim results screen 160. When the playback of the race video described above is finished, and when the results operation unit 151 on the team race start screen 150 is operated, the team race interim results screen 160 is displayed on the display 26. The team race interim results screen 160 displays the winner and loser of the race in question (in this case, the "middle distance" race). The method for determining the winner and loser of each of the five races in the team race is not particularly limited. For example, the team to which the character that comes in first place belongs may be declared the winner. Alternatively, points may be awarded according to the finishing order, and the team with the highest number of points may be declared the winner.

[0133] Then, once the display of the team race interim results screen 160 in Figure 15D has finished, the team race start screen 150 for the next race (for example, the "short distance" race) will be displayed, and thereafter, the team race start screen 150 and the team race interim results screen 160 will be displayed sequentially in the same manner as above until all five types of races have finished.

[0134] Figure 16A is the first diagram illustrating the team race detailed results screen 170. As described above, once the team race start screen 150 and the team race intermediate results screen 160 for all five types of races have been displayed, the team race detailed results screen 170 is displayed on the display 26. In the center of the team race detailed results screen 170, the win / loss result display section 171 is displayed. The win / loss result display section 171 informs the player of the win / loss results for each race. Here, as shown in Figure 16A, we show the case where there are 3 wins and 2 losses in each race.

[0135] Figure 16B is the first diagram illustrating the team race overall results screen 180. When the win / loss result display unit 171 finishes displaying the results, the team race overall results screen 180 is displayed on the display 26. The team race overall results screen 180 informs the player of the overall win / loss results in the team race. As shown in Figure 16A, if there are 3 wins and 2 losses in each race, the team race overall results screen 180 will inform the player that they have won the team race.

[0136] Furthermore, the team race overall results screen 180 displays the team rankings. In this embodiment, the team rankings change based on the results of the team races. For example, if a team wins a team race, its team ranking will increase.

[0137] Furthermore, on the team race overall results screen 180, which notifies the team of their victory in the team race, a "NEXT" button 181 is displayed. If the "NEXT" button 181 on the team race overall results screen 180 is operated, the game screen 70 for the next turn is displayed.

[0138] Figure 16C is a second diagram illustrating the team race detailed results screen 170. Here, as shown in Figure 16C, the case where there are 2 wins and 3 losses in each race is shown. Figure 16D is a second diagram illustrating the team race overall results screen 180. As shown in Figure 16C, when there are 2 wins and 3 losses in each race, the team race overall results screen 180 will report that the team lost the race.

[0139] Additionally, on the team race overall results screen 180, which notifies the team of their defeat in the team race, a continue control section 182 labeled "Continue" and a finish control section 183 labeled "Finish" are displayed.

[0140] If the continue operation unit 182 is operated, the result of the team race is discarded, and the five team races are restarted from the beginning. The number of continues may be limited to a predetermined maximum number of continues.

[0141] Furthermore, if the finish control unit 183 is operated, the game ends and the training game concludes. However, on the team race overall results screen 180, which notifies the player that they have lost the team race, the continue control unit 182 and the finish control unit 183 may be omitted, and the next control unit 181 may be displayed instead. In other words, even if a player loses the team race, the training game may continue without a game over.

[0142] Figure 17 illustrates the relationship between team members and sub-members. Hereafter, characters registered as team members and characters registered as sub-members may simply be referred to as team members and sub-members, respectively. In this embodiment, sub-members may be promoted to team members as the training game progresses.

[0143] Specifically, when a player participates in an individual or team race, a sub-member may participate as a guest character. If the main character or team member entered by the player achieves a predetermined rank or higher in the individual or team race, the guest character will be promoted to a team member.

[0144] In other words, here, the conditions for promotion to team member status, i.e., registration as a team member, are set as follows: a sub-member participates in an individual or team race as a guest character, and the main character or team member finishes in a predetermined position or higher in the race in which the guest character participates. The predetermined position, which is the registration condition, can be, for example, 3rd place. However, the predetermined position may differ for each individual or team race, and may also be determined by lottery.

[0145] The registration conditions for a sub-member to be promoted to a team member are merely examples. For instance, a registration condition might be set as the player's team winning a team race in which the sub-member participates as a guest character. Alternatively, for example, each sub-member might have their own parameters for promotion to a team member, and a registration condition might be set as the parameter exceeding a threshold. In this case, the conditions for the parameter to increase are not particularly limited. For example, a sub-member might be assigned to various training sessions, and their parameter might increase through joint training with the team.

[0146] As described above, in a training-focused game, the number of team members can be gradually increased as the game progresses. In this case, the gameplay of this embodiment involves promoting characters with higher ability parameters to team members to gain an advantage in team battles.

[0147] Figure 18 illustrates the general flow of turn-start processing. The training stage processing includes turn-start processing, which is executed at the beginning of each turn in the training game. While details of turn-start processing will be discussed later, this section provides a general overview of the turn-start processing flow.

[0148] At the start of a turn, as shown in Figure 18, the following processes are executed: "Determining whether or not to place team members," "Determining the training items to place," "Determining the increase value of ability parameters," "Determining the appearance event," and "Determining the guest character." These processes will be explained in order below.

[0149] <Process to determine whether or not to assign team members> Figure 19 is a diagram illustrating the placement / non-placement table. As shown in Figure 19, the placement / non-placement table has a selection ratio for placement / non-placement ("place" or "do not place") set for each character's character identification information. In this embodiment, the placement / non-placement status for all team members is determined based on the placement / non-placement table shown in Figure 19, by referring to the character identification information table shown in Figure 8 or Figure 9 described above.

[0150] Specifically, as shown in Figure 19, in this embodiment, for team members registered as both "support character" and "specific character" in their character identification information, "place" is selected with an 80% probability. For team members registered as "specific character" but not as "support character" in their character identification information, "place" is selected with a 60% probability.

[0151] Additionally, for team members registered as "support characters" in their character identification information but not as "specific characters," there is a 40% chance that "place them" will be selected. Furthermore, for team members not registered as either "support characters" or "specific characters" in their character identification information, there is a 10% chance that "place them" will be selected.

[0152] Thus, team members registered as support characters are more likely to be placed in training than team members not registered as support characters. Furthermore, team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.

[0153] <Process for determining the training items to be included> Next, for the team members whose placement has been decided as described above, it is determined which of the following training items they will be assigned to: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."

[0154] The method for determining which training items to assign is not particularly limited, but for example, a lottery may be held to ensure that each training item is assigned with equal probability. Alternatively, the training items may be assigned to each character based on pre-set settings without a lottery. Furthermore, a lottery may be held to make it more likely for a character to be assigned to their preferred training (see Figure 7A). If a lottery is performed, a lottery table with predetermined selection ratios may be stored in advance, or a lottery table may be created each time a lottery is performed.

[0155] <Process to determine the increase value of ability parameters> Figure 20A is a diagram illustrating the training level table. As shown in Figure 20A, the training level is set to increase as the team ranking rises. Specifically, if the team ranking is 100th or lower, the training levels for "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If the team ranking is 99th or higher but 60th or lower, each training level is set to "Level 2." If the team ranking is 59th or higher but 30th or lower, each training level is set to "Level 3." If the team ranking is 29th or higher but 10th or lower, each training level is set to "Level 4." If the team ranking is 9th or higher, each training level is set to "Level 5."

[0156] In this embodiment, the training level is set to increase as the team ranking rises, but this is not the only example. For example, the training level may be set to increase according to the number of training items in which each team member excels. In this example, the training level is set to be the same for all training items in relation to the team ranking, but the training level may differ for each training item even for the same team ranking.

[0157] 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.

[0158] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the "Speed" and "Power" ability parameters increase.

[0159] Additionally, if "Stamina" training is performed and successful, the values ​​of the "Stamina" and "Spirit" ability parameters will increase.

[0160] Additionally, if "Power" training is performed and successful, the values ​​of the "Stamina" and "Power" ability parameters will increase.

[0161] Additionally, if "Spirit" training is performed and successful, the values ​​of the "Speed," "Power," and "Spirit" ability parameters will increase.

[0162] Additionally, if "Wisdom" training is performed and successful, the values ​​of the "Speed" and "Wisdom" ability parameters will increase.

[0163] In this embodiment, the value of the ability parameter that increases upon successful training is calculated by adding to the fixed increase value, which is determined in accordance with the training items and training level performed, a value obtained by multiplying the fixed increase value by a bonus addition rate described later.

[0164] Figure 20B illustrates the table for increasing fixed values ​​(speed). Figure 20C illustrates the table for increasing fixed values ​​(power). Specifically, Figure 20B shows the increasing fixed values ​​when the training item is "Speed". Figure 20C shows the increasing fixed values ​​when the training item is "Power".

[0165] As shown in Figures 20B and 20C, 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 20B and 20C, the ability parameters are set to increase more significantly as the training level increases.

[0166] Although not described here, tables showing the fixed increase values ​​for each of the training items selected are also provided.

[0167] In addition to the fixed increase values ​​mentioned above, the bonus rate is determined based on the characters assigned to each training item and the character identification information table shown in Figure 8 or Figure 9.

[0168] Figure 20D is a diagram illustrating the bonus rate table. In this embodiment, the bonus rate is determined based on the character identification information of the character assigned to each training session.

[0169] Specifically, as shown in Figure 20D, the bonus rate table includes, for each character's character identification information, the presence or absence of a bonus rate and the selection ratio of the rate (10% increase or 20% increase).

[0170] If the character identification information is registered as both "Support Character" and "Specific Character," there is a 50% chance that "None" will be selected and a 50% chance that "20% Up" will be selected.

[0171] Additionally, if only "Support Character" is registered as character identification information, there is a 50% chance that "None" will be selected and a 50% chance that "10% Up" will be selected.

[0172] Additionally, if only a "specific character" is registered as character identification information, there is a 50% chance that "none" will be selected and a 50% chance that "10% increase" will be selected.

[0173] Additionally, if neither "Support Character" nor "Specific Character" is registered as character identification information, there is an 80% chance that "None" will be selected, and a 20% chance that "10% Up" will be selected.

[0174] Then, the bonus value is derived by multiplying the fixed increase value determined by the fixed increase value table by the bonus addition rate. The value obtained by adding the bonus value to the fixed increase value determines the amount of increase in the ability parameter value when the training is successful. In the case of training with multiple characters, the bonus value of each of the characters is added to the fixed increase value. In this way, the amount of increase in the main character's ability parameter when the training is successful is determined for all types of training.

[0175] <Process to determine the appearance event> Figure 21 is a diagram illustrating event types and classifications. During the main training game, a process is performed each turn to determine whether or not an event will occur. Events are broadly divided into four types: scenario events, the above-mentioned dedicated events 42a provided for each main character, support events, and team member events. Each scenario has predetermined scenario events, dedicated events 42a, support events, and team member events that may occur during the main training game.

[0176] Scenario events are events set for each scenario in the main training game. As mentioned above, in this embodiment, multiple scenarios are provided, and the player can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main training game are determined based on the scenario selected by the player.

[0177] Furthermore, scenario events may include both scenario-specific events and scenario-common events. Scenario-specific events are events tied to only one specific scenario. For example, scenario-specific events tied to the first scenario will only appear when the first scenario is selected, and will not appear if any other scenario is selected.

[0178] Furthermore, scenario-common events are events that appear in common across multiple scenarios. Therefore, scenario-common events will appear both when the first scenario is selected and when the second scenario is selected.

[0179] Here, scenario events will consist of scenario-specific events and scenario-common events. However, it is also acceptable to have only one of either scenario-specific or scenario-common events.

[0180] As mentioned above, the special event 42a is an event that is pre-set for each character. In the main training game, the special event 42a of the character that the player registered as the main character during the setting game, i.e., the preparation stage, will appear.

[0181] As mentioned above, support events are pre-set events for each support card. In the main training game, support events linked to the support cards registered by the player in the setting game will appear. In addition to the support events linked to the registered support cards, support events linked to team members may also appear. However, the probability of a support event linked to a support card registered by the player in the setting game being determined is set higher than the probability of other support events being determined.

[0182] Team member events primarily occur when team members are assigned to training sessions, i.e., when joint training sessions are conducted. However, team member events can also occur independently of training sessions if certain conditions are met.

[0183] Thus, the appearance or absence of scenario events is determined based on the scenario. Similarly, the appearance or absence of dedicated events 42a, support events, and team member events is determined based on the main character, support card, and team member, respectively. In short, event types are distinguished by the information referenced when determining whether or not an event appears.

[0184] In contrast, in this embodiment, each event is classified into one of five event categories based on the content brought about by its appearance. Here, each event is classified into one of the following event categories: hint event, ability event, aptitude event, story event, or training event.

[0185] As mentioned above, Hint events are events that allow you to possess or acquire skills. Ability events are events that increase or decrease the ability parameters of the main character. Aptitude events are events that increase or decrease the aptitude parameters of the main character. Story events are events that display the story related to the characters that appear in the training game. Note that in addition to displaying the story, some story events also change ability parameters or aptitude parameters. Special training events are events that increase the ability parameters of team members.

[0186] Here, scenario events include hint events, ability events, aptitude events, and story events. Additionally, dedicated events 42a and support events include hint events and ability events. Team member events include story events and training events. Note that the relationship between event types and event classifications shown in Figure 21 is merely an example. Therefore, for example, dedicated events 42a may include story events and training events.

[0187] Figure 22 illustrates the relationship between event type and turn count. Figure 22 shows an example where a predetermined character is registered as the main character during the first scenario's main training game. Whether or not an event occurs is determined based on an event determination table established for each scenario.

[0188] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event will occur, and information indicating the probability of the event occurring, are linked for each turn. Here, it is assumed that the information indicating whether or not an event will occur, and information indicating the probability of the event occurring, are defined for each type of event for all turns.

[0189] Furthermore, in the event content determination table, the events that will appear, or events that can appear, are predetermined for each turn and for each type of event.

[0190] At the start of each turn, the event appearance determination table is consulted to first determine whether or not an event will appear, for each type of event. Depending on the turn number and the type of event, it may be determined that the event will "appear" automatically. In addition, depending on the turn number and the type of event, it may be stipulated that the event will appear with a 50% probability. In this case, a draw is held to determine whether the event "appears" with a 50% probability.

[0191] The type of event whose "appearance" has been determined is determined by referring to the event content determination table, which then determines the content of the event to appear. For example, according to the event appearance determination table for the first scenario, it is set that a scenario event will always appear in the first turn. Each event is also assigned an event ID. In the event content determination table for the first scenario, the scenario event with event ID=0001 is associated with the first turn as an event that can appear. Therefore, when playing the main training game of the first scenario, the scenario event with event ID=0001 will always appear in the first turn.

[0192] Similarly, according to the event determination table (event appearance determination table and event content determination table) for the first scenario, it is determined that scenario events with event IDs 0002, 0003, 0004, 0005, and 0006 will appear in turns 4, 5, 6, 7, and 10, respectively.

[0193] Here, events are broadly categorized into fixed events and random events. Fixed events are events whose appearance turn is fixed; in other words, they can appear on a predetermined turn and will not appear on any other turn. Here, the scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.

[0194] In contrast, random events are events that appear only when it has been decided that they will appear and that they are indeed events that will appear. In Figure 22, in the turn labeled "Draw," it is decided by a draw whether or not an event will appear, and if it is decided that an event will appear, the event that was selected by the draw from among the random events will appear.

[0195] In the event content determination table, for turns in which events selected by lottery appear, the event IDs subject to the lottery are set. For example, suppose the first scenario has random events with event IDs 0010, 0011, and 0012 as scenario events. Also, suppose the scenario event with event ID 0010 is associated with turn 12 in the event content determination table.

[0196] In this case, at the start of turn 12, a lottery is held to determine whether or not to make the scenario event appear. If the lottery is successful, the scenario event with event ID=0010 will appear; otherwise, the scenario event will not appear.

[0197] For example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are associated with turn 15. If a lottery is held to determine whether or not to make an event appear, the scenario event to appear will be determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that is selected by lottery will appear.

[0198] This section describes the case where fixed events and random events are mutually exclusive. However, when the scenario events to appear are determined by lottery, fixed events may be included in the lottery in addition to random events, or in place of random events.

[0199] In this embodiment, turns 4 through 7 are set as branching turns. A branching turn is a turn in which the content of an event changes if a predetermined condition is met. In this case, the predetermined condition is that a predetermined number of a specific character is included in the team members, or in other words, that a predetermined number of a specific character is included in the main character or support characters.

[0200] Specifically, in the fourth turn, it is determined whether a predetermined number of four specific characters are included as team members. If four specific characters are included as team members, the scenario event is replaced with a team member event. The team member event includes a specific character event, which is set up for each specific character. Here, if a specific character is included as a team member, the scenario event is replaced with a specific character event in the branching turn.

[0201] Similarly, in turns 5, 6, and 7, it is determined whether the team members include a predetermined number of specific characters: 3, 2, and 1 respectively. If the team members include the predetermined number of specific characters, the scenario event is replaced with a specific character event.

[0202] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but ultimately no team name is proposed. Therefore, if a specific character is not included as a team member, no team name will be proposed for four consecutive turns.

[0203] In contrast, if a specific character is included as a team member, the number of scenario events will be replaced with specific character events equal to the number of specific characters. Specific character events are story events. In specific character events, a story will be played in which the specific character proposes a team name. There are four specific characters, and each specific character proposes a different team name. Therefore, if a specific character is included as a team member, the same number of team names as the number of specific characters will be proposed from turn 4 to turn 7.

[0204] Additionally, the scenario event with event ID=0006 that appears in turn 10 is a story event. In this story event, a story is played in which the player is asked to choose a team name. There are a total of five possible team names: four team names suggested by four specific characters, plus a pre-set default team name.

[0205] If a team does not include a specific character and no team names are proposed from turn 4 to turn 7, the only team name the player can choose from in turn 10 will be the default team name. In this case, the player must select the default team name. Also, if, for example, two team names are proposed from turn 4 to turn 7, the player can choose one of the three possible team names: the two proposed team names plus the default team name.

[0206] The team name selected by the player in turn 10 will be registered as the official team name and will be used in various situations until the end of the main training game. At predetermined times before the end of the main training game, the player may be granted benefits corresponding to the registered team name. Examples of benefits granted to the player include acquiring skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, and acquisition of in-game currency.

[0207] Thus, the scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, as well as the specific character events that are replaced from turn 4 to turn 7, are all scenario-specific events. Scenario IDs are managed by linking them to the event IDs that can appear. Therefore, the scenario events and specific character events that appear from turn 4 to turn 7, and in turn 10, are linked only to scenario ID 1.

[0208] Furthermore, according to the event determination table for the first scenario, dedicated events 42a with event IDs 1001 and 1002 will appear in the second and eighth turns, respectively. Also, according to the event determination table for the first scenario, whether or not dedicated events 42a will appear, and which dedicated events 42a will appear, will be determined by lottery in turns 3 through 7, 9, 11, and 12.

[0209] Here, the special event 42a differs for each character. Also, the relationship between the turn number and the special event 42a that appears is set for each character. Therefore, the turn in which special event 42a appears, and the special event 42a that appears in each turn, will differ depending on the character registered as the main character.

[0210] Furthermore, as shown in Figure 22, the event determination table for the first scenario is set to determine by lottery whether or not a support event will appear in a given turn, and what kind of support event it will appear. Note that the event IDs that can be selected by lottery for support events may differ from turn to turn, or they may be the same for all turns.

[0211] Furthermore, in the lottery that determines whether or not a support event will appear, the probability of "appearance" is not affected by the registered support cards. In other words, the probability of a support event appearing in each turn is the same regardless of which support cards are registered. On the other hand, if "appearance" of a support event is determined, the content of the support event is determined, and at this time, the probability of the content of the support event being determined varies depending on the registered support cards.

[0212] Specifically, when the "appearance" of a support event is determined, the event IDs of support events that can appear in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.

[0213] The extracted event IDs may include event IDs of support events linked to registered support cards and event IDs of support events not linked to registered support cards. In this case, the probability of winning an event ID of a support event linked to a registered support card will be set higher in the lottery table than the probability of winning an event ID of a support event not linked to a registered support card. As a result, support events linked to registered support cards will have a higher probability of appearing than other support events.

[0214] Thus, in each turn, the probability of a support event appearing is not affected by the registered support cards, but the content of the support event that appears is affected by the registered support cards.

[0215] However, the probability of a support event occurring, or the content (type) of the support event that occurs, may change depending on the registered support card. In other words, the number of events that occur or their probability during the main training game may differ depending on the registered support card.

[0216] Furthermore, in each turn, the appearance or absence of team member events is determined by lottery. The team member events determined by lottery are limited to training events. The training events will be described in detail below.

[0217] Figure 23A is a third diagram illustrating the game screen 70. Figure 23A shows the case where a special training event occurs during the turn. In this case, as shown in Figure 23A, an event notification display 87 is shown on the training operation section 76 of the game screen 70.

[0218] Figure 23B is a third diagram illustrating the training screen 80. When the training operation unit 76 of the game screen 70 is operated, the training screen 80 is displayed on the display 26. If a special training event occurs corresponding to the character displayed on the icon 88 of the training screen 80, an event notification display 87 is displayed on the icon 88 of the corresponding character.

[0219] Furthermore, as shown in Figure 23B, a bond gauge 88a and a special icon 88b are displayed for each of the 88 character icons placed in the training. The bond gauge 88a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 88a visually displays the value of the bond parameter.

[0220] Furthermore, special icon 88b indicates the number of training events performed for the corresponding team member character. As will be explained in more detail later, special icon 88b is displayed in a manner that corresponds to the number of training events performed for the character of icon 88 on which special icon 88b is displayed.

[0221] Figure 24A is a diagram illustrating the training event execution determination table. When it is decided that team members will be assigned to each training item, whether or not a training event will be executed for each team member assigned to each training item is determined by lottery based on the training event execution determination table shown in Figure 24A. Hereafter, team members who have been selected to undergo a training event will also be referred to as training target team members.

[0222] Specifically, as shown in Figure 24A, the probability of executing a training event is set based on the bond parameter value of the team member being trained. Here, the higher the bond parameter value, the more likely the training event is to be selected. The number of training events that can appear is equal to the number of team members who have been selected in the lottery. However, there may be a limit on the number of team members who can be trained simultaneously for each training item.

[0223] Figure 24B is a diagram illustrating the special icon determination table. Training events include both a "success" execution pattern and a "great success" execution pattern. For each team member being trained, when the 5th training event is performed, the training event will always be performed with the "great success" execution pattern. On the other hand, for each team member being trained, when a training event other than the 5th is performed, the training event will always be performed with the "success" execution pattern. In other words, for each team member being trained, the training event can only be performed with the "great success" execution pattern once. The event notification display 87 may be displayed in different ways depending on the content of the training event to be performed (either the "success" execution pattern or the "great success" execution pattern) and the number of team members for whom the training event has been decided.

[0224] As shown in Figure 24B, if the number of training events related to each team member character being trained is between 0 and 4, that is, if the training event has not yet been executed with the "Great Success" pattern, the special icon 88b will be displayed in a larger size the more training events have been executed.

[0225] Furthermore, the outcome of a training event, whether it is a "great success" or a "success," may be determined by lottery. In this case, the lottery probability may be set so that the more training events a team member undergoing training has been performed, the more likely the "great success" outcome is to be selected. In this case, the larger the size of special icon 88b, the more likely the "great success" outcome is to be selected, thus indicating the likelihood of the "great success" outcome being selected.

[0226] Furthermore, after a training event has been executed with the "Great Success" execution pattern, that is, if the number of training events related to the team member being trained has been executed is 5 or more, a special icon 88b will be displayed in a larger size than when the number of training events related to the team member being trained has been executed between 0 and 4 times, and a suggestion display a will be displayed, as shown in Figure 24B, indicating that the training event has already been executed with the "Great Success" execution pattern.

[0227] Furthermore, if a special training event occurs and the event is a "successful" event, the ability parameters of the team members being trained and the main character will increase within a predetermined range. If the special training event is a "great success" event, the ability parameters of the team members being trained and the main character will increase significantly beyond the predetermined range.

[0228] Furthermore, as shown in Figure 23B, if the execution of a special training event is decided, a bonus icon 88c indicating the value by which the main character's ability parameters will increase due to the special training event will be displayed in the status display section 73 of the training screen 80.

[0229] Figure 24C is a diagram illustrating the bonus icon determination table. The bonus icon 88c is displayed in different sizes depending on the amount by which the main character's ability parameters increase due to the training event. Here, the bonus icon 88c is displayed in a larger size when the amount by which the main character's ability parameters increase due to the training event is 20-39, compared to when it is 0-19. Also, the bonus icon 88c is displayed in a larger size when the amount by which the main character's ability parameters increase due to the training event is 40 or more, compared to when it is 20-39.

[0230] Figure 25A is a diagram illustrating the bonus fixed value (main character) table. When the training event described above is executed, the amount by which the main character's ability parameters increase due to the training event (bonus fixed value) is determined according to the number of team members for whom the training event has been decided. Here, as shown in Figure 25A, the more team members for whom the training event has been decided, the larger the amount by which the main character's ability parameters increase due to the training event (bonus fixed value) becomes.

[0231] Figure 25B is a diagram illustrating the bonus addition value (main character) table. When a training event is executed with the "Great Success" execution pattern, in addition to the fixed bonus value mentioned above, a value (bonus addition value) is determined that increases the main character's ability parameters due to the training event with the "Great Success" execution pattern. Here, as shown in Figure 25B, the value (bonus addition value) that increases the main character's ability parameters is set according to the training specialty of the team member whose training event is executed with the "Great Success" execution pattern. In other words, the value by which the main character's ability parameters increase due to the training event is the sum of the fixed bonus value and the bonus addition value mentioned above.

[0232] Figure 26A is a diagram illustrating the fixed increase value (training target) table. When the training event described above is executed, the training event determines the value by which the ability parameter of the training target team member will increase (fixed increase value). Here, as shown in Figure 26A, a range of values ​​(fixed increase value) for which the ability parameter of the training target team member will increase is set according to the type of training performed. Here, a value (fixed increase value) within the range set in Figure 26A is determined by lottery.

[0233] Figure 26B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the "Great Success" execution pattern, in addition to the fixed increase value mentioned above, a bonus increase value is determined by which the ability parameters of the training target team member increase as a result of the training event. Here, as shown in Figure 26B, the bonus increase value is set according to the training specialty of the training target team member when the training event is executed with the "Great Success" execution pattern.

[0234] Furthermore, when a training event is executed with a "Great Success" execution pattern, additional boost events may be executed that increase the ability parameters of the team members being trained and the main character, depending on the number (number of times) of training events executed simultaneously with the "Great Success" execution pattern. For example, the more training events executed simultaneously with the "Great Success" execution pattern, the greater the additional increase in the ability parameters of the team members being trained and the main character.

[0235] As described above, when a special training event occurs, the ability parameters of the main character and the team member being trained will increase. Furthermore, if the main character or the team member being trained is a specific character, a predetermined rate may be added to the fixed increase or bonus increase. In other words, if the main character or the team member being trained is a specific character, their ability parameters will increase more significantly than if they were not.

[0236] <Process to determine the guest character> In the process of determining the guest character, a first draw is conducted to determine whether or not to set a guest character. If the player does not win this first draw, no guest character will be set in that turn.

[0237] On the other hand, if you win in the first draw, or if you did not win in the first draw in the two most recent consecutive turns (the previous turn and the turn before that), a guest character will be assigned. However, even if you win in the first draw, or if you did not win in the first draw in the two most recent consecutive turns, if the total number of characters registered as team members is 21 or more, a guest character will not be assigned.

[0238] When a guest character is being configured, the first step is to extract and determine the aptitude type with the fewest A-rank aptitudes among the current team members. If there are multiple aptitude types with the fewest A-rank aptitudes, the aptitude type will be extracted and determined based on a pre-set priority order. In this case, the priority order is set as follows: "Short Distance" > "Mile" > "Middle Distance" > "Long Distance" > "Dirt".

[0239] Then, sub-members whose determined suitability type is "A" are extracted, and a first lottery table is generated based on the extracted sub-members. Next, a second lottery table is generated by excluding the sub-members that are included in the first lottery table. A lottery is held to determine which of the two lottery tables generated as described above will be used, and the guest character is determined using the determined lottery table (either the first lottery table or the second lottery table).

[0240] Furthermore, the selection ratios for the first and second lottery tables are not particularly limited. For example, the first lottery table may be set to be more likely to be selected than the second lottery table, or vice versa.

[0241] Then, using the selected lottery table, the guest characters to be set for individual or team races are determined and registered. Note that, in this case, guest characters will be set for both individual and team races. However, guest characters may be set for team races only, or for individual races only.

[0242] Figure 27A is a fourth diagram illustrating the game screen 70. When the game transitions to the training stage, the game screen 70 shown in Figure 27A is displayed on the display 26. When a guest character is set for an individual race as described above, a guest icon 70a and a guest notification display 70b representing the guest character are superimposed on the individual race operation section 79a of the game screen 70. When a guest character is selected for a team race, a guest icon 70a and a guest notification display 70b representing the guest character are superimposed on the team race operation section 79b of the game screen 70.

[0243] FIG. 27B is a second diagram for explaining the individual race selection screen 100. When the individual race operation unit 79a on the game screen 70 is operated, the individual race selection screen 100 shown in FIG. 27B is displayed.

[0244] On the individual race selection screen 100, the guest icon 70a and the guest notification display 70b are displayed so as to overlap the individual race selection operation unit 101 corresponding to the individual race in which the guest character is set.

[0245] Here, as shown in FIG. 27B, the case where a guest character is set in one individual race selection operation unit 101 is shown. However, a guest character may be set for each of a plurality of individual races in one turn. Also, guest characters may be set for all the individual races that the player can select. When guest characters are set for a plurality of individual races, different guest characters may be set for each individual race, or the same guest character may be set for a plurality of individual races.

[0246] Also, guest characters may be set for each of a plurality of team races in one turn. Also, guest characters may be set for all the team races that the player can select. When guest characters are set for a plurality of team races, different guest characters may be set for each team race, or the same guest character may be set for a plurality of team races.

[0247] As described above, in the breeding main game, as the turn progresses, the player can increase the number of team members. Also, as the turn progresses, the player can increase the ability parameters of the main character and team members. The ability parameters increase due to the success of training or the occurrence of various events. As described above, in training, when a specific character is placed in a training item, a bonus addition value is added.

[0248] Also, although detailed explanations are omitted, when the main character or support character is a specific character, a predetermined bonus addition value is added when the ability event appears. Therefore, the player can advantageously advance the main cultivation game by registering the specific character as the main character or support character.

[0249] Also, when a specific character is included in the team members, a specific character event occurs in the branch turn. Therefore, the player can expand the options during the game and improve the interest of the game by registering the specific character as the main character or support character.

[0250] Thus, the specific character plays an important role in the main cultivation game. Therefore, in this embodiment, in the setting game, the specific character is displayed in an identifiable manner so that the main character and support card can be appropriately selected.

[0251] FIG. 28A is a diagram for explaining the scenario top screen 190. As described above, when the first scenario is selected on the scenario selection screen, the scenario top screen 190 of the first scenario shown in FIG. 28A is displayed. On the scenario top screen 190, the character image set for the specific character in the first scenario is displayed. Also, a detail icon 191 is displayed on the scenario top screen 190. When the detail icon 191 is tapped, a specific character explanation dialog 192 is displayed.

[0252] Figure 28B is the first diagram illustrating the Character Description Dialog 192. Figure 28C is the second diagram illustrating the Character Description Dialog 192. As shown in Figure 28B, the Character Description Dialog 192 describes the benefits provided by each character during the main training game. In this embodiment, the benefits provided by each character are defined as changes to the content of events (causing predetermined events to occur) and changes to predetermined parameters. Therefore, the Character Description Dialog 192 displays information for each character indicating that the content of events and predetermined parameters will be changed. This Character Description Dialog 192 provides the player with information to help them make decisions when selecting main training characters and support cards.

[0253] Furthermore, the specific character description dialog 192 includes a checkbox 192a. The checkbox 192a is used to switch between a permitted state, which allows the display of the identification of the character set as a specific character, and a denied state, which prevents the display of the identification of the character set as a specific character.

[0254] Specifically, when set to a denied state, checkbox 192a does not have a check mark, as shown in Figure 28B. When the player taps checkbox 192a in this state, it is set to a permitted state, and a check mark appears on checkbox 192a, as shown in Figure 28C. Here, checkbox 192a is provided in the specific character description dialog 192. However, checkbox 192a may also be provided in a settings screen where the player can make various settings.

[0255] Furthermore, the character description dialog 192 is provided with a close operation button 192b. When the close operation button 192b is tapped, the character description dialog 192 is closed and the scenario top screen 190 shown in Figure 28A is displayed. The scenario top screen 190 is provided with a return operation button 193 and a confirmation operation button 194. When the return operation button 193 is tapped, a scenario selection screen (not shown) is displayed. When the confirmation operation button 194 is tapped, the main character selection screen 30 is displayed.

[0256] Figure 28D is a second diagram illustrating the main character selection screen 30. As described above, the main character selection screen 30 is a screen for selecting the main character, and character icons 31 corresponding to the characters owned by the player are displayed. When the permission state is set, a specific mark 31a is superimposed on the character icon 31 corresponding to the specific character. In this way, the character set as the specific character is identified and displayed by the specific mark 31a.

[0257] By displaying the characters designated as specific characters, players can more easily select those characters as their main characters, improving convenience. Note that if a character is set to a disallowed state, the specific mark 31a will be hidden, as shown in Figure 4B.

[0258] Some players may have a specific character they want to develop. In such cases, displaying a specific mark 31a may give the player a sense of loss and potentially decrease their motivation to play the game. In this embodiment, players can choose whether or not to display the identification of a specific character, so that appropriate displays are provided for each player, or for each player's purpose when playing the game.

[0259] Although not shown in the diagram, if the setting is enabled, the specific mark 31a will also be displayed on the support card selection screen 60. As described above, each support card is always associated with character 1. On the support card selection screen 60, the specific mark 31a is superimposed on the icon 61 of the support card associated with the character set as the specific character.

[0260] Here, if enabled, specific characters will be identified during the setup game. However, specific characters may also be identified during the main training game. Alternatively, specific characters may not be identified during the setup game, but only during the main training game. In this case, players can understand, for example, that certain characters provide a higher increase in ability parameters, and use this information as a reference when selecting main characters and support cards in the future.

[0261] Furthermore, for example, if a specific character is set as a guest character for a personal race, the identification of that character will be displayed, providing information to help players decide whether or not to proceed with the personal race.

[0262] Furthermore, it is sufficient that, at least after a scenario is selected, the character set as a specific character in the selected scenario is identified and displayed; the timing and manner of this display are not particularly limited. The initial state may be either permitted or denied.

[0263] Figure 29 is a diagram illustrating specific character information. Specific character information is information that links the character ID assigned to a character designated as a specific character among multiple types of characters usable as main and support characters in the main game of each scenario, with the scenario ID assigned to the scenario. As shown in Figure 29, in specific character information, the character ID of the character designated as a specific character is linked to each scenario ID.

[0264] Specific character information is stored on server 1000 by the administrator. Player terminal 1 downloads the specific character information stored on server 1000 at predetermined times. Player terminal 1 saves the specific character information downloaded from server 1000 to memory unit 18. At the start of the training game, the specific character information is read from memory unit 18 and stored in memory 12. During the training game, processing is carried out based on the specific character information stored in memory 12.

[0265] Next, we will describe the functional configuration of the player terminal 1 and server 1000 for running the above game. Note that this section will primarily describe the functional configuration related to game progression, and other configurations will be omitted.

[0266] (Functional configuration of player terminal 1) Figure 30 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0267] The terminal-side game control program includes a transmission / reception program 200, a character lottery program 202, a player information update program 204, a necessary information registration program 206, a scenario selection program 208, a status information registration program 210, a preparation stage processing program 212, a registration information storage program 214, a cultivation stage processing program 216, and an event determination program 218. Note that the programs listed in FIG. 30 are just examples, and there are many other programs provided in the terminal-side game control program.

[0268] In the data storage area 12b, as storage units for storing data, a player information storage unit 300, a specific character information storage unit 302, a status information storage unit 304, a registration information storage unit 306, and a cultivation game information storage unit 308 are provided. Note that there are also many other storage units provided in the data storage area 12b.

[0269] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of 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 a transmission / reception unit 200a, a character lottery unit 202a, a player information update unit 204a, a necessary information registration unit 206a, a scenario selection unit 208a, a status information registration unit 210a, a preparation stage processing unit 212a, a registration information storage unit 214a, a cultivation stage processing unit 216a, and an event determination unit 218a.

[0270] Specifically, the CPU 10 operates the transmission / reception program 200, causing the computer to function as the transmission / reception unit 200a. Similarly, the CPU 10 operates the character lottery program 202, the player information update program 204, the necessary information registration program 206, the scenario selection program 208, the status information registration program 210, the preparation stage processing program 212, the registered information storage program 214, the cultivation stage processing program 216, and the event determination program 218, causing them to function as the character lottery unit 202a, the player information update unit 204a, the necessary information registration unit 206a, the scenario selection unit 208a, the status information registration unit 210a, the preparation stage processing unit 212a, the registered information storage unit 214a, the cultivation stage processing unit 216a, and the event determination unit 218a, respectively.

[0271] The transmission / reception unit 200a communicates between the player terminal 1 and the server 1000, and transmits various information from the player terminal 1 to the server 1000. Also, the transmission / reception unit 200a downloads various information from the server 1000.

[0272] The character lottery unit 202a executes a process for requesting the server 1000 to draw characters and support cards based on the player's operation.

[0273] The player information update unit 204a updates the player information stored in the player information storage unit 300 in the player terminal 1.

[0274] The necessary information registration unit 206a stores necessary information such as various tables required for the cultivation game in the data storage area 12b.

[0275] The scenario selection unit 208a executes a process when the player selects a scenario for the cultivation game.

[0276] Based on the player's operation on the checkbox 192a, the status information registration unit 210a stores permission information indicating a permitted state or non-permission information indicating a non-permitted state in the status information storage unit 304.

[0277] The preparation stage processing unit 212a executes the preparation stage processing.

[0278] The registration information storage unit 214a stores the character identification information of the main character, support card, specific character, team member, and sub-member registered by the player during the preparation stage processing in the registration information storage unit 306.

[0279] The growth stage processing unit 216a executes growth stage processing.

[0280] The event determination unit 218a determines which event to make appear.

[0281] (Functional configuration of Server 1000) Figure 31 illustrates the configuration of the memory 1012 in the server 1000 and its function as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.

[0282] The server-side game control program includes a send / receive program 1200, a character selection program 1202, a player information update program 1204, and a game execution control program 1206. Note that the programs listed in Figure 31 are just examples, and the server-side game control program includes many other programs as well.

[0283] The data storage area 1012b is equipped with a player information storage unit 1300 and a specific character information storage unit 1302 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 1012b is equipped with many other storage units.

[0284] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. The CPU 1010 then runs each program stored in the program storage area 1012a, thereby enabling the server 1000 to function as the server-side game control unit 1000A. The server-side game control unit 1000A includes a transmit / receive unit 1200a, a character selection unit 1202a, a player information update unit 1204a, and a game execution control unit 1206a.

[0285] Specifically, the CPU 1010 runs the transmit / receive program 1200, causing the computer to function as a transmit / receive unit 1200a. Similarly, the CPU 1010 runs the character selection program 1202, the player information update program 1204, and the game execution control program 1206, causing them to function as a character selection unit 1202a, a player information update unit 1204a, and a game execution control unit 1206a, respectively.

[0286] The transmitting / receiving unit 1200a receives various information from the player terminal 1. It also makes the player terminal 1 able to download the various information.

[0287] The character selection unit 1202a receives a request from player terminal 1 and performs a lottery for a character or support card.

[0288] The player information update unit 1204a updates the player information stored in the player information storage unit 1300.

[0289] The game execution control unit 1206a executes processes corresponding to the preparation stage and training stage processes on the player terminal 1.

[0290] The processes performed by each functional unit in the player terminal 1 and server 1000 described above are explained below using flowcharts.

[0291] (Communication processing between player terminal 1 and server 1000) Figure 32 is a sequence diagram illustrating the basic processing of player terminal 1 and server 1000. In the following explanation, processing in player terminal 1 is denoted as Pn (where n is any integer), and processing in server 1000 is denoted as Sn (where n is any integer).

[0292] When a player performs a lottery request operation on a gacha screen (not shown), the character lottery unit 202a of the player terminal 1 executes a lottery request information transmission process (P1) to send lottery request information to the server 1000. When the transmitting / receiving unit 200a of the server 1000 receives the lottery request information, the character lottery unit 1202a of the server 1000 executes a lottery process (S1), enabling the player terminal 1 to receive lottery result information indicating the lottery result.

[0293] While a detailed explanation will be omitted, players can choose to perform either a character draw or a support card draw. In the character draw, one of several characters will be selected as the winning character. The winning character will be registered as a owned character, and thereafter, the player can use it as the character to be trained in the training game, i.e., the main character.

[0294] In addition, during the support card lottery, one of several support cards will be selected as the winning card. The winning card will be registered as a owned card, and the player will be able to use it in the training game from then on.

[0295] The player information update unit 1204a of server 1000 updates the player information stored in the player information storage unit 1300 based on the lottery result information (S2). Here, the character ownership information or the support card ownership information is updated.

[0296] When the transceiver 200a of the player terminal 1 receives the lottery result information, the character lottery unit 202a displays the lottery result shown in the lottery result information on the display 26 (P2). Also, the player information update unit 204a of the player terminal 1 updates the player information stored in the player information storage unit 300 based on the lottery result information (P3). Here, the character ownership information or the support card ownership information is updated.

[0297] Furthermore, when the player operates the scenario operation unit 29 on the home screen 27 (operation to start the training game), the transmitting / receiving unit 200a of the player terminal 1 executes a start information transmission process (P4) to send start information to the server 1000. When the transmitting / receiving unit 200a of the server 1000 receives the start information, the server-side game control unit 1000A of the server 1000 executes a necessary information output process (S3). The necessary information output process enables the player terminal 1 to receive the necessary information. The necessary information includes information on various tables necessary for running the training game, specific character information, etc.

[0298] The necessary information is stored in the data storage area 1012b of the server 1000 by the administrator. Additionally, specific character information is stored in the specific character information storage unit 1302 by the administrator. When the server 1000 receives predetermined information from the player terminal 1, it downloads the new information to the player terminal 1. For example, after the server 1000 has newly saved the necessary information, the first communication with the player terminal 1 occurs, and the newly saved information is downloaded by the player terminal 1.

[0299] Therefore, necessary information is downloaded, for example, when player terminal 1 logs in. Alternatively, when server 1000 receives start information, it may only download necessary information not already stored on player terminal 1 to player terminal 1.

[0300] When the transmit / receive unit 200a of player terminal 1 receives the necessary information, the scenario selection unit 208a executes the scenario selection process (P5).

[0301] Figure 33 is a first flowchart illustrating the scenario selection process (P5) in player terminal 1. Figure 34 is a second flowchart illustrating the scenario selection process (P5) in player terminal 1. When player terminal 1 receives the necessary information (YES in P5-1), the necessary information registration unit 206a of player terminal 1 stores the necessary information in the data storage area 12b (P5-2). The necessary information stored here includes an event determination table in which the event ID of the event to be triggered is linked to the turn number. At this point, the necessary information registration unit 206a also stores specific character information in the specific character information storage unit 302. Then, the scenario selection unit 208a displays the scenario selection screen on the display 26 (P5-3).

[0302] Furthermore, when a scenario selection operation is input on the scenario selection screen to select one of the scenarios (YES on P5-4), the scenario selection unit 208a displays the scenario top screen 190 corresponding to the selected scenario on the display 26 (P5-5).

[0303] Furthermore, when an operation to the detail icon 191 is input on the scenario top screen 190 (YES on P5-6), the scenario selection unit 208a superimposes a specific character description dialog 192 onto the scenario top screen 190 on the display 26 (P5-7).

[0304] Furthermore, if an operation is input to the close operation unit 192b in the specific character description dialog 192 (YES on page 5-8), the scenario selection unit 208a hides the specific character description dialog 192 (page 5-9).

[0305] Furthermore, when an operation is entered to check checkbox 192a in the specific character description dialog 192 (YES on P5-10), the status information registration unit 210a changes the status information stored in the status information storage unit 304 (P5-11). Specifically, the status information storage unit 304 holds either permission information indicating an permission state, or denial information indicating a denial state. If permission information is stored in the status information storage unit 304, the status information registration unit 210a changes the permission information to denial information, and if denial information is stored in the status information storage unit 304, it changes the denial information to permission information.

[0306] Furthermore, when an operation is input to the return operation unit 193 on the scenario top screen 190 (YES on P5-12), the scenario selection unit 208a hides the scenario top screen 190 and displays the scenario selection screen (P5-13).

[0307] Furthermore, when an operation is input to the decision operation unit 194 on the scenario top screen 190 (YES on P5-14), the preparation stage processing unit 212a loads the character ownership information stored in the player information storage unit 300 (P5-20). The preparation stage processing unit 212a also generates the main character selection screen 30 based on the character ownership information (P5-21).

[0308] Furthermore, the preparation stage processing unit 212a loads the support card possession information stored in the player information storage unit 300 (P5-22). The preparation stage processing unit 212a also generates the support card selection screen 60 based on the support card possession information (P5-23).

[0309] Furthermore, if the status information storage unit 304 has status information indicating permission status stored in it (YES on page 5-24), the preparation stage processing unit 212a loads the specific character information stored in the specific character information storage unit 302 (page 5-25). Then, based on the specific character information, the preparation stage processing unit 212a superimposes the specific mark 31a onto the main character selection screen 30 and the support card selection screen 60 (page 5-26).

[0310] Specifically, the preparation stage processing unit 212a superimposes a specific mark 31a onto the character icon 31 of the character set as a specific character on the main character selection screen 30. Furthermore, the preparation stage processing unit 212a superimposes a specific mark 31a onto the icon 61 of the support card associated with the character ID of the character set as a specific character on the support card selection screen 60.

[0311] Then, the preparation stage processing unit 212a displays the main character selection screen 30 on the display 26 (P5-27).

[0312] Returning to Figure 32, once the scenario selection process (P5) is completed, the preparation stage process (P6) is executed on player terminal 1.

[0313] Figure 35 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The preparation stage processing unit 212a of the player terminal 1 determines whether the main character selection screen 30 is currently being displayed on the display 26 (P6-1). If the main character selection screen 30 is currently being displayed, the process moves to P6-2. If the main character selection screen 30 is not currently being displayed, i.e., if the support card setting screen 50 or the support card selection screen 60 is being displayed, the process moves to P6-7.

[0314] When a display switching operation is input, such as long-pressing a character icon 31 on the main character selection screen 30, operating the skill operation unit 41 or event operation unit 42 on the character details screen 40, or operating the menu bar 28, return operation unit 33 or next operation unit 34 on the main character selection screen 30 or character details screen 40 (YES in P6-2), the preparation stage processing unit 212a switches the display screen of the display 26 (P6-15).

[0315] Furthermore, when an operation (selection operation) is input for a character icon 31 on the main character selection screen 30 (YES in P6-3), the preparation stage processing unit 212a temporarily stores the character corresponding to the character icon 31 for which the selection operation was input in the training game information storage unit 308 (P6-4).

[0316] Furthermore, when an operation (confirmation operation) is input to the Next Operation Unit 34 on the main character selection screen 30 (YES in P6-5), the registration information storage unit 214a registers the character temporarily stored in P6-4 above as the main character in the registration information storage unit 306 (P6-6).

[0317] Furthermore, when a display switching operation is input, which is an operation of the support card setting operation unit 52, menu bar 28, or return operation unit 53 on the support card setting screen 50 (YES in P6-7), the preparation stage processing unit 212a switches the display screen of the display 26 (P6-15).

[0318] Furthermore, when a selection operation, which is an operation on the support card icon 61, is input on the support card selection screen 60 (YES on P6-8), the preparation stage processing unit 212a temporarily stores the support card of the selected icon 61 in the training game information storage unit 308 (P6-9).

[0319] Furthermore, when the confirmation operation, which is the operation of the start operation unit 54 on the support card setting screen 50, is input (YES in P6-10), the registration information storage unit 214a registers the support card that was temporarily stored in P6-9 above to the registration information storage unit 306 (P6-11).

[0320] Furthermore, the registration information storage unit 214a registers the character ID of the character set for a specific character based on the specific character information (P6-12).

[0321] Furthermore, the preparation stage processing unit 212a sets the initial character identification information (P6-13).

[0322] Furthermore, the preparation stage processing unit 212a displays the game screen 70 on the display 26 (P6-14).

[0323] Returning to Figure 32, once the preparation stage (P6) is complete, the growth stage (P7) is performed.

[0324] Figure 36 is a flowchart illustrating the training stage processing in player terminal 1. The training stage processing unit 216a of player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes in-turn processing (P20) if it is not the start of a turn.

[0325] Figure 37 is a flowchart illustrating the turn start processing in player terminal 1. The training stage processing unit 216a updates the current turn number stored in the training game information storage unit 308 (P10-1). The training stage processing unit 216a also refers to the selection item table (Figure 10) stored in the data storage area 12b and determines whether the current turn is a turn in which the "Team Race" item (team race operation unit 79b) can be selected (a team race-only turn) (P10-2). If the result is that it is a team race-only turn (YES in P10-2), the process moves to P10-5. If it is not a team race-only turn, the placement processing (P11), numerical value determination processing (P12), and event determination processing (P13) are performed in order.

[0326] Here, the placement process (P11), numerical determination process (P12), and event determination process (P13) are assumed to be executed only on player terminal 1. However, some or all of the placement process (P11), numerical determination process (P12), and event determination process (P13) may be executed on server 1000. Also, some of the processes described later in the placement process (P11), numerical determination process (P12), and event determination process (P13) may be executed on server 1000.

[0327] Figure 38 is a flowchart illustrating the placement process on player terminal 1. The training stage processing unit 216a refers to the character identification information table and extracts all characters registered as team members (P11-1). Then, from the team members extracted in P11-1, the training stage processing unit 216a selects the characters for which processing will be performed that have not yet been performed in P11-3 to P11-7 (described later) (P11-2).

[0328] Furthermore, the training stage processing unit 216a refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 (P11-3). The training stage processing unit 216a also sets up the placement availability table (Figure 19) based on the character identification information confirmed in P11-3 (P11-4). The training stage processing unit 216a then determines whether to "place" or "not place" the character by lottery based on the placement availability table set up in P11-4 (P11-5).

[0329] If "place" is selected (YES on P11-6), the training stage processing unit 216a determines and stores the training item to which the target character will be placed (P11-7). If processing has not been completed for all of the team members extracted on P11-1 (NO on P11-8), the training stage processing unit 216a repeats the process from P11-2 until processing is completed for all team members. On the other hand, once processing is completed for all team members (YES on P11-8), the training stage processing unit 216a executes the guest character determination process (P100).

[0330] Figure 39 is a flowchart illustrating the guest character determination process on player terminal 1.

[0331] The training stage processing unit 216a determines whether the counter value of the non-winning counter, which indicates the number of consecutive turns in which a guest character has not been determined, is 2 or greater (P100-1). If the counter value of the non-winning counter is not 2 or greater (NO in P100-1), the training stage processing unit 216a performs a first lottery to determine whether or not to set a guest character (P100-2). If the first lottery is unsuccessful (NO in P100-3), the training stage processing unit 216a increments the counter value of the non-winning counter (P100-4).

[0332] Furthermore, if the counter value of the non-winning counter is 2 or greater (YES in P100-1), or if a winner is selected in the first draw (YES in P100-3), the training stage processing unit 216a clears the counter value of the non-winning counter (P100-5). Also, the training stage processing unit 216a refers to the character identification information table and derives the total number of characters registered as team members (hereinafter also referred to as the number of team members) (P100-6).

[0333] If the number of team members is less than 20 (YES in P100-7), the training stage processing unit 216a derives the A aptitude number for each character registered as a team member (P100-8). The training stage processing unit 216a then extracts and determines the aptitude type with the fewest A aptitude numbers based on the derived A aptitude numbers (P100-9).

[0334] Furthermore, the training stage processing unit 216a extracts sub-members whose aptitude type, determined in P100-9, is "A" (P100-10). The training stage processing unit 216a also generates a first lottery table based on the sub-members extracted in P100-10 (P100-11).

[0335] Furthermore, the rearing stage processing unit 216a removes the sub-members included in the first lottery table generated in P100-11 from the sub-members (P100-12) and generates a second lottery table (P100-13). The rearing stage processing unit 216a also determines by lottery whether to use the first lottery table generated in P100-11 or the second lottery table generated in P100-13 (P100-14).

[0336] Furthermore, the training stage processing unit 216a determines and registers guest characters by lottery using the first lottery table or the second lottery table determined in P100-14 (P100-15). In addition, the training stage processing unit 216a determines and registers by lottery individual races or team races in which the guest characters determined and registered in P100-15 will be placed (P100-16).

[0337] Figure 40 is a flowchart illustrating the numerical determination process in player terminal 1. The training stage processing unit 216a sets the target items from each training item, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," that have not yet undergone the processing described in P12-2 to P12-9 (P12-1).

[0338] Furthermore, the training stage processing unit 216a determines and stores the failure rate when training is performed for the processing target items set in P12-1, based on the main character's current stamina (P12-2). Also, the training stage processing unit 216a determines and stores the amount of stamina reduction when training is performed for the processing target items set in P12-1 (P12-3).

[0339] Furthermore, the training stage processing unit 216a checks the current team ranking (P12-4), and based on the team ranking, refers to the training level table (Figure 20A) to determine the training level (P12-5).

[0340] Furthermore, the training stage processing unit 216a refers to the fixed increase value table (Figures 20B and 20C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6). In addition, the training stage processing unit 216a checks the character information (placement information) whose placement was determined in P11 for the training of the processing target item (P12-7).

[0341] Then, the training stage processing unit 216a calculates the bonus addition rate by referring to the bonus addition rate table (Figure 20D) based on the placement information confirmed on P12-7 (P12-8). In addition, the training stage processing unit 216a updates the increase value for the training of the items to be processed based on the bonus addition rate calculated on P12-8 (P12-9).

[0342] Furthermore, if the processing of P12-2 to P12-9 for all training items has not been completed (NO in P12-10), the training stage processing unit 216a repeats the processing from P12-1.

[0343] Figure 41 is a flowchart illustrating the event determination process in player terminal 1. The event determination unit 218a loads the turn number from the training game information storage unit 308 (P13-1). The event determination unit 218a also refers to the event appearance determination table stored in the data storage area 12b and decides whether or not to make a scenario event appear (P13-2). If it is decided to make a scenario event appear, that is, if it is the turn for a scenario event to appear (YES in P13-2), the event determination unit 218a determines and stores the content of the scenario event (event ID) based on the event content determination table (P13-3).

[0344] Specifically, the event determination unit 218a generates a lottery table based on the event content determination table, using the event IDs of possible scenario events. Then, the event determination unit 218a uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery. If the determined scenario event is an event that changes parameters, such as an ability event, the change value is determined.

[0345] Furthermore, the event determination unit 218a refers to the event occurrence determination table and decides whether or not to cause the special event 42a to occur (P13-4). If it is decided to cause the special event 42a to occur, that is, if it is the turn for the special event to occur (YES in P13-4), it determines and stores the content (event ID) of the special event 42a based on the event content determination table (P13-5).

[0346] Specifically, the event determination unit 218a generates a lottery table based on the event content determination table, using the event IDs of the available dedicated events 42a. Then, using the generated lottery table, the event determination unit 218a determines the content of the dedicated event 42a, i.e., the event ID, by lottery. If the determined dedicated event 42a is an event that changes parameters, such as an ability event, the change value is determined.

[0347] Furthermore, if the main character is a specific character, the event determination unit 218a executes a parameter change process (P13-6) that modifies the parameter change values ​​that are affected by the dedicated event 42a. For example, in the parameter change process, predetermined fixed values ​​are added to or subtracted from the change values ​​determined in P13-5, or predetermined multipliers are multiplied. Here, the change values ​​are modified to be advantageous to the player. As a result, if the main character is a specific character, the parameters will change more favorably due to the dedicated event 42a.

[0348] Furthermore, the event determination unit 218a refers to the event occurrence determination table and decides whether or not to cause a support event to occur (P13-7). If it is decided to cause a support event to occur, that is, if it is a support event occurrence turn (YES in P13-7), it determines and stores the content of the support event (event ID) based on the event content determination table (P13-8).

[0349] Specifically, the event determination unit 218a generates a lottery table based on the event content determination table, using the event IDs of possible support events. At this time, the probability of winning a support event associated with a registered support card is set higher than the probability of winning other support events. Then, the event determination unit 218a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes parameters, such as an ability event, the change value is determined.

[0350] Furthermore, if the main character or the support character associated with the support event is a specific character, the event determination unit 218a executes a parameter change process (P13-9) to change the change value of the parameter that changes due to the support event.

[0351] Furthermore, the event determination unit 218a refers to the event occurrence determination table and decides whether or not to cause a team member event to occur (P13-10). If it is decided to cause a team member event to occur, that is, if it is a turn in which a team member event occurs (YES in P13-10), the event determination unit 218a determines whether the current turn is a branching turn (P13-11).

[0352] If it is not a branching turn (NO on P13-11), the event determination unit 218a determines and stores the training event corresponding to the current turn number as the event to be triggered, based on the event content determination table (P13-12). Here, various increase values ​​related to the training event are determined.

[0353] Furthermore, if the main character or the character being trained is a specific character, the event determination unit 218a executes a parameter change process (P13-13) to change the parameter change values ​​that change due to the training event.

[0354] Furthermore, if the current turn is a branching turn (YES in P13-11), the event determination unit 218a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number specified for each turn. If the predetermined condition is met (YES in P13-14), the event determination unit 218a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Here, the specific character event to be replaced may be determined by lottery, or a specific character event pre-set for each turn may be determined.

[0355] Furthermore, the event determination unit 218a performs hint event determination processing for each character placed in training (P13-16). Here, it is determined by lottery whether or not a hint event will appear for each character placed in training. If a hint event is to appear, it is also determined which hint event will appear.

[0356] Returning to Figure 37, the training stage processing unit 216a updates the screen displayed on the display 26 (P10-3). Also, if a story event is to occur at the start of a turn, the story event is triggered from among the events determined in P13 (P10-4).

[0357] Furthermore, if it is a turn limited to team races (YES in P10-2), the training stage processing unit 216a executes the team race start process (P10-5). Here, for example, the process of determining the opponents in the team race is performed. Also, if the team race is against another player's team, the process of matching with the other player who will be the opponent may be executed. Furthermore, the training stage processing unit 216a executes the guest character determination process (P100) described above.

[0358] Note that, in this example, no events will occur during team race-only turns, although events may occur during team race-only turns. In this case, the event determination process (P13) should be executed after the guest character determination process (P100).

[0359] Returning to Figure 36, if it is not the start of a turn (NO in P7-1), the training stage processing unit 216a executes the in-turn processing (P20).

[0360] Figure 42 is a flowchart illustrating the turn-based processing on player terminal 1. The training stage processing unit 216a determines whether the result operation unit 113 or the race operation unit 114 on the individual race start screen 110 has been operated and whether the individual race has started (P20-1). If the individual race has started (YES in P20-1), the training stage processing unit 216a derives the result of the individual race and stores it in the training game information storage unit 308 (P20-2).

[0361] Specifically, for example, a calculation formula is pre-set that weights the ability parameters and acquired skills of both NPCs and the main character, and the ranking in the individual race is determined by the result of this calculation. Note that the above calculation formula may be set differently for each race. Also, for example, there may be multiple patterns of NPC ability parameters for each race, and which ability parameters are used may be determined by lottery. In other words, even if the main character's ability parameters, acquired skills, and the race in which they participate are exactly the same, the race result is not necessarily the same. Furthermore, there may be multiple patterns of calculation formulas such as weighting for each race, and the result may differ depending on the calculation formula selected.

[0362] In this example, the individual race results are derived on player terminal 1. However, the individual race results may also be derived on server 1000. In this case, player terminal 1 sends information to server 1000 requesting the deriving of the individual race results and the information necessary to derive the individual race results. Player terminal 1 may then receive the individual race results derived by server 1000.

[0363] Furthermore, the training stage processing unit 216a executes a race result display process that displays the individual race result screen 120 or a race video on the display 26 based on the individual race results derived in P20-2 (P20-3).

[0364] Furthermore, the training stage processing unit 216a executes the character identification information update process (P200).

[0365] Figure 43 is a flowchart illustrating the character identification information update process in the player terminal 1. The training stage processing unit 216a refers to the results of the individual race or team race stored in the training game information storage unit 308 and determines whether the finishing position in the individual race or team race is above a predetermined rank (P200-1). If the finishing position is above a predetermined rank (YES in P200-1) and a guest character is registered (YES in P200-2), the training stage processing unit 216a changes the character identification information of the guest character from a sub-member to a team member (P200-3). At this time, the ability parameters of the sub-member who has been promoted to a team member may be set to pre-set initial values, or the ability parameters of the main character or corrected values ​​adjusted according to the team level may be registered.

[0366] Returning to Figure 42, the training stage processing unit 216a determines whether the result operation unit 151 or the race operation unit 152 on the team race start screen 150 has been operated and whether the team race has started (P20-4). If the team race has started, the process moves to P20-5; otherwise, the process moves to P20-8.

[0367] The training stage processing unit 216a derives the team race results and stores them in the training game information storage unit 308 (P20-5). Specifically, for example, a calculation formula is pre-set that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined by the result of this calculation. Note that the above calculation formula may be set differently for each race. Also, for example, there may be multiple patterns of NPC ability parameters for each race, and which ability parameters are used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as those of the race being entered, the race results will not necessarily be the same. Furthermore, there may be multiple patterns of calculation formulas such as weighting for each race, and the result may differ depending on the selected calculation formula.

[0368] In this example, the team race results are assumed to be derived on player terminal 1. However, the team race results may also be derived on server 1000. In this case, player terminal 1 sends information to server 1000 requesting the deriving of the team race results and the information necessary to derive the team race results. Player terminal 1 may then receive the team race results derived by server 1000.

[0369] The training stage processing unit 216a executes race result display processing, which displays the team race intermediate results screen 160, the team race detailed results screen 170, and the team race overall results screen 180 on the display 26 based on the team race results derived in P20-5 (P20-6).

[0370] Furthermore, the training stage processing unit 216a executes a parameter update process to update information related to the team ranking based on the team race results derived in P20-5 (P20-7).

[0371] Furthermore, if any training item is selected (YES on P20-8), the training execution process (P21) is performed by the training execution unit 216a. If no training item is selected (NO on P20-8), other processes such as consuming skill points to acquire skills are performed (P20-9).

[0372] Figure 44 is a flowchart illustrating the training execution process on player terminal 1. The training stage processing unit 216a updates the main character's stamina based on the stamina reduction value determined in P12-3 above for the selected training item (P21-1).

[0373] Furthermore, the training stage processing unit 216a performs a success determination process for the selected training item, determining whether the training was successful or not based on the failure rate determined in P12-2 (P21-2). If the training fails (NO in P21-3), the training stage processing unit 216a subtracts ability parameters such as a decline in condition based on the training failure (P21-4).

[0374] On the other hand, if the training is successful (YES on page 21-3), the training stage processing unit 216a adds the increase value derived on page 12-9 to the main character's ability parameters (page 21-5). The training stage processing unit 216a also adds the increase value to the bond parameter values ​​determined on pages 13-12 and 13-13 (page 21-6). The training stage processing unit 216a also checks the hint event information stored in the hint event determination process (page 21-7).

[0375] If hint event information is stored for the selected training item (YES in P21-8), the training stage processing unit 216a causes a hint event to occur (P21-9) based on the hint event information related to the selected training item. If there are multiple pieces of hint event information stored for the selected training item, any one of the hint events will occur. Also, the training stage processing unit 216a updates the skill information related to the main character stored in the training game information storage unit 308 based on the hint event information that occurred in P21-9 (P21-10).

[0376] Also, if special training event information is stored for the selected training item (YES in P21-11), the training stage processing unit 216a sets the team members to be the execution targets of the special training event based on the special training event information related to the selected training item (P21-12).

[0377] Also, the training stage processing unit 216a adds "1" to the number of guidance event times of the team members to be the execution targets set in P21-12 (P21-13). Also, the training stage processing unit 216a updates the ability parameters of the special training targets (P21-14). When the processing of P21-13 to P21-14 is completed for all the team members who are the execution targets of the special training event (YES in P21-15), the training stage processing unit 216a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the special training event information (P21-16).

[0378] Through the above processing, the above-described training game is realized. Note that the processing in the player terminal 1 described above is only an example. Also, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000. For example, the process of determining the presence or absence of an event and the content of the event may be executed by the server 1000, and the player terminal 1 may perform display based on the information determined by the server 1000.

[0379] The above described one aspect of the embodiment 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 various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.

[0380] In the above embodiment, the case where a character and a support card are used as game media in a cultivation game has been described. However, the above game genre and gameplay are merely examples.

[0381] In the above embodiment, a predetermined game (the main cultivation game of the scenario) is composed of a plurality of turns. In the process of executing the predetermined game, unit processes (processes at the start of a turn, processes during a turn) are executed. The unit processes include a process of generating an event associated with game identification information (scenario ID) assigned to the executing predetermined game. The utility includes changing an event that occurs in a specific turn (branch turn). In the process of performing a display based on the utility, a display corresponding to the changed event is to be performed. However, the predetermined game is not limited to being composed of a plurality of turns.

[0382] In the above embodiment, it is assumed that the event that appears in the branch turn is a scenario-specific event. However, the event that appears in the branch turn may be a scenario-common event.

[0383] In the above embodiment, as the utility when the character set for a specific character is registered as the main character or the support character, a specific character event appears, and the parameters used during the main cultivation game are changed. However, the utilities by these specific characters are merely examples.

[0384] In any case, it is sufficient that multiple types of game media (characters, support cards) usable in a given game (scenario) are provided, that information (specific character information) is maintained which links the media identification information (character ID) assigned to the game media set as a special game medium (specific character) with the game identification information (scenario ID) assigned to the given game, that after the given game is selected, the player is allowed to select the game media to be used in the selected given game from among multiple types of game media, that the game media selected by the player is registered, that the given game is executed based on the registered game media, that a display based on the effect that occurs when a game medium set as a special game medium is registered is made during the given game, and that at least between the time the given game is selected and the game medium set as a special game medium in the selected given game is identified and displayed.

[0385] Furthermore, in the above embodiment, based on the player's operation, the system is set to either an authorized state, which allows the display of identification for game media (characters) set as special game media (specific characters), or a denied state, which prevents the display of identification for game media set as special game media. Game media set as special game media are displayed when the system is set to the authorized state. However, switching between the authorized and denied states is not mandatory, and identification may always be displayed.

[0386] Furthermore, if a specific character is registered as a main character or support character, the number or probability of events occurring during the main training game may be changed. For example, if a character set as a specific character is registered as a main character, the probability of the main character's exclusive event 42a appearing may be increased.

[0387] Furthermore, for example, if a character set as a specific character is registered as a support character, the probability of support events appearing may be increased, or the types of support events that appear may be increased. In this case, for example, the probability or type of support event determined for a support card associated with a specific character may be changed, or the probability or type of support event determined for a support event unrelated to a specific character may be changed.

[0388] In other words, the benefits provided by a specific character include changing the number or probability of events that occur during the main training game, and a display corresponding to the events determined based on the changed number or probability of events may be shown. This can be achieved, for example, by changing the ratio in the lottery table used to determine whether or not an event will appear, or the lottery table used to determine the content of an event, if a character set as a specific character is registered.

[0389] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]

[0390] 1 Player terminal 1000 Servers S Information Processing System

Claims

1. In a cultivation game including a plurality of scenarios, a process of holding information in which game identification information assigned to the scenario is associated with medium identification information assigned to the game medium that is set as a special game medium for the scenario among a plurality of types of game media that can be used in the cultivation game; In the cultivation game of the scenario selected by the player's operation input, a process of making the game medium used as an auxiliary game medium for assisting the cultivation of the main game medium that is the cultivation target selectable from among the plurality of types of game media based on the player's operation input; A process of registering the game medium selected by the player's operation input as the auxiliary game medium; A process of executing the cultivation game based on the registered auxiliary game medium; A process of performing, during the cultivation game, a display based on the utility that occurs when the game medium set as the special game medium is registered as the auxiliary game medium; A process of displaying, at least after the selection of the scenario, a dialog in which the utility brought about by the game medium is described for each game medium set as the special game medium in the cultivation game of the selected scenario; An information processing program for causing a computer to perform the above.

2. An information processing method performed by a computer, comprising: In a cultivation game including a plurality of scenarios, a process of holding information in which game identification information assigned to the scenario is associated with medium identification information assigned to the game medium that is set as a special game medium for the scenario among a plurality of types of game media that can be used in the cultivation game; In the cultivation game of the scenario selected by the player's operation input, a process of making the game medium used as an auxiliary game medium for assisting the cultivation of the main game medium that is the cultivation target selectable from among the plurality of types of game media based on the player's operation input; A process of registering the game medium selected by the player's operation input as the auxiliary game medium; A process of executing the cultivation game based on the registered auxiliary game medium; A process of performing, during the cultivation game, a display based on the utility that occurs when the game medium set as the special game medium is registered as the auxiliary game medium; For each of the game media set as the special game media in the breeding game of the selected scenario, a process of displaying a dialog in which the utility provided by the game media is described, at least after the selection of the scenario; An information processing method including this.

3. One or more computers In a breeding game including a plurality of scenarios, a process of holding information in which game identification information assigned to the scenario is associated with media identification information assigned to the game media set as the special game media for the scenario among the plurality of types of game media usable in the breeding game; In the breeding game of the scenario selected by the player's operation input, a process of making the game media used as an auxiliary game media for assisting the breeding of the main game media to be bred selectable from among the plurality of types of game media based on the player's operation input; A process of registering the game media selected by the player's operation input as the auxiliary game media; A process of executing the breeding game based on the registered auxiliary game media; A process of performing a display based on the utility that occurs when the game media set as the special game media is registered as the auxiliary game media, during the breeding game; For each of the game media set as the special game media in the breeding game of the selected scenario, a process of displaying a dialog in which the utility provided by the game media is described, at least after the selection of the scenario; An information processing system that performs this.