Program and Information Processing Device

The program and information processing apparatus in breeding games identifies and highlights support characters with high contribution points, addressing the challenge of selecting effective characters for training by displaying and updating their contribution points based on scenario outcomes.

JP2026092361APending Publication Date: 2026-06-05SEGA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2024-11-26
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

In breeding games, players cannot easily identify support characters that contribute to the breeding of a target character in a specific scenario, making it difficult to select the appropriate support characters for training.

Method used

A program and information processing apparatus that determines a training scenario, displays owned support characters on a selection screen, organizes a predetermined number of support characters for use in the scenario, executes the scenario with these characters, and updates their contribution points based on training outcomes, preferentially highlighting characters with high contribution points as recommended options.

Benefits of technology

Facilitates easy recognition of support characters contributing to the training of a target character, enhancing the player's ability to select effective support characters for the scenario.

✦ Generated by Eureka AI based on patent content.

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Abstract

The system allows players to easily recognize the support characters that contribute to the development of the target character in a chosen training scenario. [Solution] The program causes the computer to function as a decision means 52 for determining a training scenario, a display means 60 for displaying support characters owned by the player, a formation means 54 for forming a predetermined number or fewer support characters to be used in a training scenario, an execution means 56 for executing a training scenario in which the training target character is trained with the support of the formed support characters, and an update means 58 for updating the contribution points of the support characters corresponding to a training scenario based on the fact that the training target character has been trained. The display means 60 prioritizes displaying support characters with high contribution points corresponding to the determined training scenario on the selection screen.
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

[0002] Conventionally, there has been known a breeding game in which a player can breed a breeding target character by playing a breeding scenario.

[0003] Regarding this, Patent Document 1 discloses a technique capable of advantageously changing parameters of a breeding target character according to a support character used for the breeding target character.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in such a breeding game, after a player determines one breeding scenario from a plurality of breeding scenarios, the player cannot confirm a support character contributing to the breeding of the breeding target character in the one breeding scenario. For this reason, the player could not easily select a support character to be used for the determined one breeding scenario.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can easily make a player recognize a support character contributing to the breeding of a breeding target character in a determined one breeding scenario.

Means for Solving the Problems

[0007] To solve the above problems, a program according to the first aspect of the present invention causes a computer to function as: a determination means for determining one training scenario from among a plurality of training scenarios in response to instructions from a player; a display means for displaying support characters owned by the player on a selection screen for selecting support characters to be used in the determined training scenario; an organization means for organizing a predetermined number or less of support characters to be used in the training scenario from among the support characters displayed on the selection screen in response to instructions from the player; an execution means for executing a training scenario in which a target character is trained with the support of the organized support characters; and an update means for updating the contribution points of the support characters corresponding to the training scenario based on the fact that the target character has been trained with the support of the support characters; and the display means, on the selection screen, preferentially displays support characters with high contribution points corresponding to the determined training scenario as recommended characters.

[0008] Furthermore, in a second aspect of the present invention, the display means displays the contribution points corresponding to the recommended character on the selection screen.

[0009] Furthermore, in a third aspect of the present invention, the display means displays the contribution points of each support character owned by the player on the selection screen.

[0010] Furthermore, in a fourth aspect of the present invention, the display means displays each of the support characters owned by the player in the selection screen in order of highest contribution points.

[0011] Furthermore, in a fifth aspect of the present invention, the support includes allowing the training target character to acquire skills associated with a support character, and the update means increases the contribution points of the support character corresponding to the training scenario when the training target character acquires skills associated with a support character in the training scenario.

[0012] Furthermore, in a sixth aspect of the present invention, the update means increases the contribution points of the support character corresponding to the first training scenario when the training target character acquires a skill associated with the support character in the first training scenario and the skill is activated.

[0013] Furthermore, in a seventh aspect of the present invention, the support includes enabling the training target character to acquire skills associated with the support character, and the update means increases the contribution points of the support character corresponding to the training scenario when the training target character becomes able to acquire skills associated with the support character in the training scenario.

[0014] Furthermore, in an eighth aspect of the present invention, the support includes reducing the cost for the training target character to acquire skills associated with the support character, and the update means increases the contribution points of the support character corresponding to the training scenario when the cost for the training target character to acquire skills associated with the support character is reduced in the training scenario.

[0015] Furthermore, in the ninth aspect of the present invention, the support includes granting skill points, which are the cost for the training target character to acquire skills, and the update means increases the contribution points of the support character corresponding to the training scenario when the support character grants skill points to the training target character in the training scenario.

[0016] Furthermore, in the tenth aspect of the present invention, the support includes favorably changing the parameters of the character to be trained, and the update means increases the contribution points of the support character corresponding to the training scenario when the support character favorably changes the parameters of the character to be trained in the training scenario.

[0017] Furthermore, in an eleventh aspect of the present invention, the update means increases the contribution points of each of the organized support characters corresponding to the training scenario if the training evaluation of the training target character in the training scenario is highly rated.

[0018] Further, the information processing apparatus according to the twelfth aspect of the present invention includes: a determination means for determining one cultivation scenario from a plurality of cultivation scenarios according to an instruction from a player; a display means for displaying, on a selection screen for selecting a support character to be used in the determined one cultivation scenario, the support characters owned by the player; an arrangement means for arranging, according to an instruction from the player, a predetermined number or less of support characters to be used in the one cultivation scenario from the support characters displayed on the selection screen; an execution means for executing a cultivation scenario for cultivating a cultivation target character with the support of the arranged support characters; and an update means for updating contribution points of the support characters corresponding to the one cultivation scenario based on the fact that the cultivation target character has been cultivated with the support of the support characters. The display means preferentially displays, on the selection screen, as recommended characters, the support characters having high contribution points corresponding to the determined one cultivation scenario.

Effects of the Invention

[0019]

[0020]

[0021]

[0022] According to the present invention, it is possible to easily make the player recognize the support characters that contribute to the cultivation of the cultivation target character in the determined one cultivation scenario.

Brief Description of the Drawings

[0023] [Figure 1] It is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. [Figure 2] It is a diagram schematically showing an example of the hardware configuration of the server device. [Figure 3] It is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. [Figure 4]It is a block diagram schematically showing an example of functional means of a server device. [Figure 5] In the game system according to the first embodiment, it is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4. [Figure 6] It is a diagram showing an example of a support character formation screen in the first embodiment. [Figure 7] It is a diagram showing an example of a support character formation screen including an image of a selected support character in the first embodiment. [Figure 8] It is a diagram showing an example of a status change screen in the first embodiment. [Figure 9] It is a diagram showing an example of a training result screen in the first embodiment. [[ID=X16]] [Figure 10] In the game system according to the second embodiment, it is a flowchart showing an example of the flow of processing performed by each functional means. [Figure 11] It is a diagram showing an example of an owned support character selection screen in the second embodiment. [Figure 12] It is a diagram showing an example of a training result screen in the second embodiment. [Figure 13] In the game system according to the third embodiment, it is a flowchart showing an example of the flow of processing performed by each functional means. [Figure 14] It is a diagram showing an example of an owned support character selection screen in the third embodiment. [Figure 15] It is a diagram showing an example of a training result screen in the third embodiment.

Mode for Carrying Out the Invention

[0024] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0025] ---First Embodiment--- First, let me describe the first embodiment.

[0026] <Overall Structure> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.

[0027] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT, such as an intranet, the internet, or a telephone line.

[0028] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0029] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is executed to provide the game to each player. Examples of these terminal devices 12 include video game machines, arcade game machines, mobile phones, smartphones, tablets, personal computers, and various other devices.

[0030] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.

[0031] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0032] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0033] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0034] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0035] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.

[0036] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0037] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0038] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.

[0039] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In the first embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0040] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0041] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0042] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0043] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0044] Speaker 42 has the function of outputting game sounds, etc.

[0045] <Game Overview> The game according to the first embodiment includes a training scenario for developing a character to be trained, as well as a battle game, etc.

[0046] The training scenario according to the first embodiment includes a training game and a goal game. In this training scenario, the training game and the goal game are executed in a predetermined order. For example, the training scenario includes a predetermined number (e.g., 50) turns (a predetermined period within the game) from start to finish. Each of these turns is associated with either a training game or a goal game. For example, in the training scenario, a player can proceed to the game associated with the next turn (e.g., turn 6) (e.g., the goal game) by executing the game (e.g., training game) associated with the current turn (e.g., turn 5).

[0047] For example, a player can acquire (own) a character to be trained or a support character by playing a lottery game (e.g., gacha). In the first embodiment, this character to be trained or a support character is, for example, a racehorse character.

[0048] For example, the player selects (decides on) one training scenario from among several training scenarios. Then, before starting that training scenario, the player selects (decides on) one character to train from among several target characters. This target character may be a character owned by the player, or it may be a character lent by the game operator (a predetermined character).

[0049] Next, after selecting a character to train, the player can assemble (select) a deck of support characters to be used to train that character. For example, a player can manually assemble a predetermined number (e.g., 6 characters) or fewer support characters from their own or from support characters owned by other players (e.g., friend players or followed players). Alternatively, a player can use the "Auto-Assemble" button to automatically assemble a predetermined number (e.g., 6 characters) or fewer support characters from their own or from support characters owned by other players (e.g., friend players or followed players) (rentable support characters). Specifically, a player can assemble a deck of up to 5 support characters from their own collection and up to 1 support character from other players' collections.

[0050] Next, by starting a training scenario, the player can change (increase or decrease) the various parameters of the target character, using the target character's initial values ​​for basic parameters and skills, and acquire skills for the target character. Furthermore, the player can train the same target character multiple times within a training scenario.

[0051] The cultivation game according to the first embodiment is a game that changes (increases or decreases) various parameters of one cultivation target character or grants skill points to one cultivation target character. For example, in the cultivation game, in one turn, by having one cultivation target character perform any cultivation item, various parameters of one cultivation target character (for example, speed, stamina, power, determination, wisdom, physical strength, motivation, etc.) are changed. Examples of this cultivation item include training (for example, strengthening running ability or strengthening stamina) and types such as rest. For example, in the cultivation game, the parameters and the amount of change that vary depending on the type of cultivation item selected by the player are different.

[0052] For example, in the cultivation game, when strengthening running ability is selected as the cultivation item, the parameters of speed and power of one cultivation target character are increased, and the parameter of physical strength is decreased. Also, for example, in the cultivation game, when rest is selected as the cultivation item, the parameters of physical strength and motivation of one cultivation target character are increased (restored). In addition, in this cultivation game, skill points may be granted to one cultivation target character. These skill points are the cost for one cultivation target character to acquire skills.

[0053] The target game according to the first embodiment is a game in which one cultivation target character challenges a target. For example, the target game is a race (target race) in which one cultivation target character starts at a racecourse. This target game is, for example, a result according to various parameters and acquired skills of one cultivation target character in the current turn. For example, before executing the target game, the player can consume the skill points granted to one cultivation target character on the skill acquisition screen and have one cultivation target character acquire one or more skills from the acquirable skills of one cultivation target character.

[0054] Furthermore, in the objective game, if the performance of the target character does not meet the clear conditions, the continuation of the training scenario (progression to the next turn) will be restricted. These clear conditions may include, for example, finishing within a certain rank (e.g., within the top 3) in a race (competition). For example, if the target character fails to finish within the specified rank, the player can choose to continue (try again) the objective game or end the training scenario. This choice to continue requires the player to consume, for example, paid or free gems, or continue items. On the other hand, if the performance of the target character in the objective game meets the clear conditions, the training scenario continues (for example, proceeding to the next turn).

[0055] Furthermore, the target game is, for example, a game in which a total of eight characters, including one character to be trained, compete for ranking. The higher the ranking (result ranking) at the end of the target game, the more skills the character to be trained will acquire, or the one or more parameters corresponding to that character will be increased. Characters other than this character to be trained include, for example, NPCs (Non-Player Characters) and characters to be trained owned by other players. Specifically, examples of games in which rankings are competed include racing games, tournament-style competitive games, and games in which the total score (total points earned) is competed for.

[0056] For example, if a character being trained finishes in 1st place at the end of the target game, the character's current parameters—speed, stamina, and intelligence—will be increased by 30, and the obtainable skills for that character will be increased to include "Become proficient at A-rank racetracks," "Become proficient in long-distance races," and "Become proficient in good conditions." Also, for example, if a character being trained finishes in 2nd place at the end of the target game, the character's current parameters—speed and stamina—will be increased by 20, and the obtainable skills for that character will be increased to include "Become proficient at A-rank racetracks" and "Become proficient in long-distance races." Furthermore, for example, if a character being trained finishes in 3rd place at the end of the target game, the character's current parameter—stamina—will be increased by 10, and the obtainable skill for that character will be increased to include "Become proficient at A-rank racetracks."

[0057] Furthermore, the battle game according to the first embodiment is a game in which one completed character, generated from one character trained in a training scenario, battles against one enemy character. Examples of this enemy character include completed characters owned by other players or NPCs (Non-Player Characters). The battle game may be a race using various types of parameters and skills corresponding to the completed characters. If a player wins the battle game, they can obtain rewards such as items and coins. The battle game may also be a team battle in which a team composed of multiple completed characters battles against a team composed of multiple enemy characters.

[0058] (Specific example 1) <Functional means> Figure 4 is a schematic block diagram showing an example of the functional means of the server device 10.

[0059] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a determination means 52, an organization means 54, an execution means 56, an update means 58, and a display means 60. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc. Note that all or part of these functional configurations may be provided in the terminal device 12.

[0060] The memory means 50 has the function of storing player information 50A, character information 50B, training game information 50C, target game information 50D, training scenario information 50E, skill information 50F, event information 50G, etc.

[0061] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, friend information, contribution point information, etc.

[0062] Owned content information includes owned character information, owned item information, owned coin information, etc.

[0063] The owned character information includes the character ID and status for each character owned by the player (e.g., characters being trained, characters that have been trained, support characters), associated with the owned character ID. The owned character ID includes, for example, a numerical value corresponding to the order in which the player acquired the characters. The character ID includes, for example, a symbol indicating the type of character (e.g., an alphabet) and a numerical value.

[0064] Examples of character types include target characters, completed characters generated by the player, and support characters that assist in the development of a target character (a single target character) in a development scenario. These target characters and support characters are characters that can be obtained, for example, through a lottery game. On the other hand, completed characters are characters generated based on the target character developed in a development scenario upon completion of a development scenario executed by the player. In the first embodiment, the status of the generated completed character is the same as the status of the single target character at the time the development scenario is completed.

[0065] The status of the character being trained (one character being trained) includes, for example, current parameters, acquired skills, information on obtainable skills, and current skill points. This status of the character being trained is created, for example, at the start of a training scenario (one training scenario) and released (deleted) at the end of that training scenario (after the character has been trained).

[0066] Current parameters include the parameters at the start of the training scenario. These current parameters include multiple types of parameters. For example, these current parameters include speed, stamina, power, tenacity, intelligence, physical strength, motivation, etc. In other words, the stats corresponding to a single training target character include multiple types of parameters. Currently, the initial values ​​of the parameters include, for example, the basic parameters included in the status information of the character being trained, as described later in character information 50B.

[0067] The acquired skills include the target character's basic skills (skill ID) and the skills (skill ID) acquired by the target character during the training scenario. In other words, the stats corresponding to the target character include the skills that the character has already acquired.

[0068] The information on obtainable skills includes the obtainable skills (skill IDs) that the character being trained can acquire, and the skill point reduction rate corresponding to those obtainable skills. Acquirable skills are skills that the character being trained does not yet possess, and can be acquired by spending a predetermined number of skill points. Acquirable skills include, for example, skills that exist from the start of the training scenario (initial stage) and skills that are added when events occur during the training scenario. The skill point reduction rate includes the percentage reduction in skill points, which are the cost of acquiring obtainable skills. The initial value of this skill point reduction rate is, for example, 0%.

[0069] Currently, skill points include the skill points owned by the character being trained (player). For example, current skill points decrease when the character being trained acquires a skill by spending skill points.

[0070] The stats of a fully trained character include trained parameters and acquired skills.

[0071] The parameters of a character that has been trained include, for example, the same parameters as the current parameters of the character being trained at the end of the training scenario. In other words, the status of a character that has completed training includes multiple types of parameters.

[0072] Acquired skills include, for example, the same skills that the target character acquired at the end of the training scenario. In other words, acquired skills include basic skills and the skills that the target character acquired at the end of the training scenario.

[0073] The status of a support character includes, for example, its current level. The current level can be increased (strengthened) by combining a support character that serves as the base with other support characters, material items, coins, etc., as materials. The current level may also increase if the support character is used (formed into a team) in a training scenario (a character being trained), either during or at the end of that scenario.

[0074] The item ownership information includes the item IDs and quantities of various items owned by the player. These items include paid and free gems, stamina recovery items, and support items. Paid and free gems are consumed when running lottery games or when recovering stamina. Support items, for example, can be used in training scenarios to enhance or restore the current parameters of the character being trained.

[0075] The coin ownership information includes the number of coins the player owns. These coins are consumed, for example, when increasing the current level of a support character (through enhancement synthesis).

[0076] Friend information includes the player IDs of players who are friends with the player, as well as players the player follows. For example, friend information can store up to 20 player IDs.

[0077] Contribution point information includes contribution points for each support character. In the first embodiment, contribution points are an indicator (numerical value) that shows how much a support character contributed to the training of a target character in a training scenario. For example, a support character's contribution points increase based on the fact that the support character was used for the training of the target character (formulated in a training scenario) and that the target character was trained through the support provided by the support character (event occurrence or parameter change rate).

[0078] In the first embodiment, contribution point information includes contribution points for each organized support character. In the first embodiment, each contribution point is initially set to a value (e.g., 0) at the start of the training scenario and released (deleted) at the end of the training scenario.

[0079] Character Information 50B is stored for each character, associated with that character's character ID. Character Information 50B includes, for example, the name, image, status information, and rarity of the character being trained and the support character. This Character Information 50B is updated periodically by the game operator through game updates.

[0080] Status information includes information about the status of the character being trained and the support character.

[0081] For example, the status information of the character being trained includes basic parameters and basic skills.

[0082] Basic parameters include parameters at the start of the training scenario. These basic parameters include multiple types of parameters. For example, these basic parameters include speed, stamina, power, tenacity, intelligence, physical strength, motivation, etc.

[0083] Basic skills are the unique skills (skill IDs) that the character being trained has already acquired at the start of the training scenario.

[0084] Furthermore, for example, the status information of a support character includes the event ID of the predetermined event to be triggered, as well as support information.

[0085] Support information includes parameter change rates and event occurrence rates for each level (current level). The parameter change rate includes, for example, the percentage by which a predetermined parameter of the character being trained changes when a support character is added to the deck in a training scenario (e.g., the percentage by which it is increased). This predetermined parameter includes, for example, each type of parameter (speed, stamina, power, tenacity, intelligence, physical strength, motivation, etc.) and at least one of the granted skill points. The event occurrence rate includes, for example, the probability of triggering one or more predetermined events corresponding to a support character.

[0086] These parameter change rates and event occurrence rates will be higher, for example, the higher the current level of the support character.

[0087] In the first embodiment, each turn, the amount of change to a predetermined parameter and the amount of skill points granted are changed based on the parameter change rate of some or all of the support characters assembled in the deck.

[0088] In the first embodiment, each turn, a lottery is held to determine which predetermined event will occur based on the event occurrence rate of some or all of the support characters included in the deck. For example, in each turn, a lottery is held to determine whether or not to execute one or more events based on the event occurrence rate of a predetermined event corresponding to each of the support characters in the formation.

[0089] Rarity includes a number ranging from 1 to 6, for example. This number may be represented by, for example, the number of stars. For example, characters with high rarity that can be trained have high base parameters and basic skills that are advantageous (effective) in the target game. Furthermore, for example, support characters with high rarity have a set rate of parameter change at each level (current level), and an event occurrence rate that allows them to acquire advantageous skills (high-rank skills) in target games, etc.

[0090] The breeding game information 50C is stored in association with the breeding game ID of each breeding game for each breeding game. The breeding game information 50C includes achievement information.

[0091] The achievement information includes the amount of parameter change and the skill point given, associated with the breeding items (various trainings and rests). The amount of parameter change includes, for example, the reference amount for changing each parameter. The skill point given includes, for example, the reference amount of the skill point to be given to the character to be bred.

[0092] The target game information 50D is stored in association with the target game ID of each target game for each target game. The target game information 50D includes race conditions, rival character information, and reward information.

[0093] The race conditions include the race name, the attributes of the racecourse, the race distance, the turning direction (clockwise or counterclockwise), the season (time), the weather (sunny, cloudy, rainy, snowy), the frame number (1-8), the clear conditions, etc.

[0094] The attributes of the racecourse include the name and condition (good, slightly heavy, heavy, bad) of the racecourse. The race distance includes the distance from the start to the goal on the racecourse. Examples of this distance include short distance, medium distance, long distance, etc. For example, when the race distance is long (2500m - 3600m), a character to be bred with a high stamina parameter is advantageous.

[0095] The clear conditions include the conditions for proceeding to the next turn. Examples of this clear condition include achieving a result within a predetermined rank in the target game (target race).

[0096] The rival character information includes the character ID, parameters, skills, strategies, etc. of the character that competes in the race together with the character to be bred. This rival character is, for example, an NPC (Non Player Character).

[0097] Reward information is linked to the performance (e.g., rank) in the target game and includes the reward and the amount of that reward. Examples of rewards include parameter changes, granted skill points, obtainable skills (skill IDs), and items. In the first embodiment, the better the performance (higher rank) in the target game, the more rewards (e.g., parameters, skill points, obtainable skills) are granted (added) to the character being trained.

[0098] Training Scenario Information 50E is stored for each training scenario, associated with the training scenario ID of that scenario. Training Scenario Information 50E includes the name of the training scenario, turn information, etc.

[0099] Turn information includes the maximum number of turns in a training scenario and game information. For example, the maximum number of turns in a certain training scenario is 50. Game information includes the training game ID or target game ID associated with each turn.

[0100] For example, in a certain training scenario, turns 1-5, 7-15, 27-35, and 37-45 are associated with the first training game (normal training game), turns 17-25 are associated with the second training game (special training game), and turns 6, 16, 26, 36, and 46-50 are associated with the target game (target race).

[0101] Skill Information 50F is stored for each skill, associated with its skill ID. Skill Information 50F includes rank, skill effect, activation conditions, and skill point cost.

[0102] The rank includes, for example, any rank from A to C. For example, a high-ranking skill, when activated, can give you an advantage in the target game (e.g., a race). Also, a high-ranking skill may include activation conditions (e.g., race conditions) that make it easier to activate in the target game (e.g., a race).

[0103] Skill effects are effects that are applied in objective games and competitive games. Examples of these effects include "Becoming proficient at Racecourse A," "Becoming proficient in long-distance races," "Becoming proficient in good conditions," "Becoming proficient in summer races," "Becoming proficient in rainy races," "Becoming proficient in right-handed turns," "Becoming proficient in races with lane numbers 1-3," and "Becoming proficient in races where there are no rival characters using the same strategy."

[0104] The activation conditions include the race conditions under which the skill is activated. For example, the activation conditions include race conditions related to the attributes of the racetrack (name and condition), race distance, lap direction, season, weather, starting gate number, and the strategies of rival characters. For example, if the skill effect is "Become proficient at Racetrack A," the activation condition is that the name of the racetrack included in the race conditions is "Racetrack A." Also, for example, if the skill effect is "Become proficient at long distances," the activation condition is that the race distance included in the race conditions is "long distance (2500m~3600m)." Also, for example, if the skill effect is "Become proficient in good conditions," the activation condition is that the condition of the racetrack included in the race conditions is "good." Also, for example, if the skill effect is "Become proficient in summer races," the activation condition is that the season included in the race conditions is "summer (June~August)." Also, for example, if the skill effect is "Become proficient in rainy races," the activation condition is that the weather included in the race conditions is "rain." Furthermore, for example, if the skill effect is "Becomes proficient at clockwise turns," the activation condition is that the lap direction included in the race conditions is "clockwise." Also, for example, if the skill effect is "Becomes proficient in races with gate numbers 1-3," the activation condition is that the gate number included in the race conditions is one of "1-3." Also, for example, if the skill effect is "Becomes proficient in races where there are no rival characters with the same strategy," the activation condition is that the strategies of all rival characters included in the race conditions are different from the strategy of one of the training characters.

[0105] The consumed skill points include the initial value of skill points that the character being trained will need to spend to acquire the corresponding skill. For example, higher-ranked skills have a higher initial value.

[0106] Event Information 50G is stored for each event, associated with the event ID of that event. Event Information 50G includes the event name, event image, event skill information, etc.

[0107] Event images are images displayed when an event occurs. These event images may include, for example, images showing support provided by support characters.

[0108] Event skill information includes the skill ID of the skill corresponding to the event and the event effect. The event effect may include, for example, allowing the target character to acquire the skill, making the skill available to the target character, or reducing the skill points required for the target character to acquire the skill.

[0109] The decision-making means 52 is a functional means for determining the training scenario to be executed, the character to be trained, and so on. In the first embodiment, the determination means 52 determines one training scenario from among multiple training scenarios in response to instructions from the player. The determination means 52 also determines one training target character from among multiple training target characters in response to instructions from the player.

[0110] The formation means 54 is a functional means for forming a deck consisting of a predetermined number (for example, 6 or fewer) of support characters. In the first embodiment, the formation means 54, in response to instructions from the player, forms a predetermined number of support characters or less from among the support characters associated with the player to be used for the character to be trained (one character to be trained).

[0111] Examples of support characters associated with a player include support characters owned by the player. Support characters associated with a player may also include support characters owned by other players who are friends with the player, support characters owned by other players the player follows, support characters owned by other randomly selected players, and support characters owned by players on the same team as the player.

[0112] For example, if the player gives an instruction to manually select a support character on the support character selection screen (instruction via the manual selection button), the formation means 54 displays the selection screen via the display means 60 and allows the player to manually select a support character. For example, if the player gives an instruction to manually select a support character they own on the support character formation screen (instruction via the manual selection button), the formation means 54 displays the owned support character selection screen via the display means 60 and allows the player to manually select a support character. Subsequently, if the player gives an instruction to form a support character formation (instruction via the formation button) on the support character formation screen, the formation means 54 forms a deck with a predetermined number or less of the manually selected support characters.

[0113] Furthermore, for example, if the player gives an instruction to automatically select support characters on the support character selection screen (instruction via the "Auto Select" button), the formation means 54 automatically selects a predetermined number of support characters (for example, support characters with high average values ​​of various parameters). Next, when the player gives a command to assemble support characters (a command using the assemble button) on the support character assemble screen, the assembler 54 assembles a predetermined number of support characters, either manually or automatically, into the deck.

[0114] The execution means 56 is a functional means for executing training scenarios, battle games, etc. In the first embodiment, the execution means 56 executes a training scenario in which a training target character (one training target character) is trained with the support of support characters organized by the organization means 54. For example, in a training scenario for training a target character, the execution means 56 executes a training game and a goal game in which the target character attempts to achieve a goal in a predetermined order. For example, the execution means 56 refers to the turn information of the training scenario information 50E and executes the training game or the goal game in a predetermined order each turn.

[0115] For example, in a certain training game (a certain turn), the execution means 56 causes the character being trained to perform an action within that turn (for example, various training or rest) in response to instructions from the player. Subsequently, the execution means 56 changes the status of the character being trained based on the result information (parameter change amount and skill points granted) corresponding to the performed action within the turn, and in response to the support provided by the assembled support characters. The following describes specific examples of support.

[0116] (1) Acquire skills In the first embodiment, support includes enabling the character being trained to acquire skills associated with the support character. For example, when the execution means 56 enables the character being trained to acquire such skills, it does not consume the cost (skill points) required to acquire those skills. For example, the execution means 56 refers to the status of the support character (current level) in the player information 50A, the status information of the support character (event occurrence rate) in the character information 50B, event information 50G, etc., and draws an event to occur. Specifically, the execution means 56 draws one or more events to occur based on the event occurrence rate corresponding to the current levels of some or all of the assembled support characters. The execution means 56 may also draw a result where no event occurs. Subsequently, the execution means 56 refers to the event skill information in the event information 50G and, if the event effect of the drawn event is "to acquire a skill", adds the skill corresponding to the event (for example, "Become proficient at Race Track A") to the acquired skills of the character to be trained in the player information 50A.

[0117] (2) Make skills available for acquisition Furthermore, in the first embodiment, the support includes enabling the character being trained to acquire skills associated with the support character. For example, the execution means 56 refers to the status of the support character (current level) in the player information 50A, the status information of the support character (event occurrence rate) in the character information 50B, event information 50G, etc., and draws one or more events to occur. Specifically, the execution means 56 draws one or more events to occur based on the event occurrence rate corresponding to the current levels of some or all of the assembled support characters. Subsequently, the execution means 56 refers to the event skill information in the event information 50G and, if the event effect of the drawn event is "to make a skill obtainable", adds the skill corresponding to the event (for example, "becomes proficient in long-distance combat") to the obtainable skill information of the character to be trained in the player information 50A. In this case, the skill point reduction rate included in the obtainable skill information is initially set to 0%.

[0118] (3) Reduce the cost (skill points) required to acquire skills. Furthermore, in the first embodiment, support includes reducing the cost (skill points) required for the character being trained to acquire skills associated with the support character (for example, increasing the skill point reduction rate). For example, the execution means 56 refers to the status of the support character (current level) in the player information 50A, the status information of the support character (event occurrence rate of the support information) in the character information 50B, event information 50G, etc., and draws one or more events to occur. Specifically, the execution means 56 draws one or more events to occur based on the event occurrence rate corresponding to the current levels of some or all of the assembled support characters. Subsequently, the execution means 56 refers to the event skill information in the event information 50G, and if the event effect of the drawn event is "to reduce the skill points consumed by the skill", it increases the skill point reduction rate of the skill corresponding to the event (for example, "becomes proficient in good condition") among the obtainable skill information of the character to be trained in the player information 50A by 10%.

[0119] (4) Grant skill points Furthermore, in the first embodiment, the support includes granting skill points, which are the cost for the character being trained to acquire skills. For example, the execution means 56 grants skill points to the character to be trained based on the status of the support character (current level) in the player information 50A, the status information of the support character (parameter change rate of the support information) in the character information 50B, and the achievement information (skill points granted) in the training game information 50C. Specifically, if the execution means 56 has a standard amount of skill points to be granted included in the result information of the training game information 50C corresponding to a certain training game (a certain turn), and the parameter change rate of a support character whose predetermined parameter is skill points among the assembled support characters is "10%", then the execution means 56 changes (increases) the amount of skill points to be granted to "33". In other words, the support character whose predetermined parameter is skill points has changed the amount of skill points granted to the training target character to a favorable "3" due to the parameter change rate. Furthermore, the execution means 56 may grant skill points to the training target character when an event corresponding to the support character occurs.

[0120] (5) Change parameters to your advantage Furthermore, in the first embodiment, the support includes modifying the parameters of the character being trained to a favorable degree. For example, the execution means 56 changes the current parameters of the character to be trained to a favorable degree based on the status of the support character (current level) in the player information 50A, the status information of the support character (parameter change rate of the support information) in the character information 50B, and the achievement information (parameter change amount) in the training game information 50C. Specifically, if the execution means 56 determines that the amount of speed change (base amount) included in the result information (parameter change amount) in the training game information 50C corresponding to a certain training game (a certain turn) is "+10", and the parameter change rate of a support character whose predetermined parameter is speed among the assembled support characters is "30%", then it changes (increases) the amount of speed increase to "+13". In other words, this support character whose predetermined parameter is speed has changed the speed parameter of the training target character to a favorable "3" based on the parameter change rate.

[0121] Furthermore, for example, the execution means 56 executes the target game based on the status corresponding to the character to be trained. For example, the execution means 56 executes the target game by referring to the status of the character to be trained (current parameters and acquired skills) in the player information 50A, and the race conditions and rival character information in the target game information 50D.

[0122] Furthermore, for example, if the character being trained has acquired a skill that matches the conditions (race conditions) included in the target game, the execution means 56 activates that skill to give the character being trained an advantage in the target game. For example, the execution means 56 refers to the character being trained's basic skills and acquired skills in the player information 50A, the race conditions in the target game information 50D, and the activation conditions in the skill information 50F to extract the character's skills (basic skills or acquired skills) that match the race conditions and the activation conditions. Subsequently, the execution means 56 refers to the skill effects in the skill information 50F to activate the extracted skills in the target game (target race) and controls the character being trained to have an advantage (higher ranking) in the target game.

[0123] Furthermore, in the first embodiment, even when the target game is executed, the execution means 56 performs an event lottery based on the event occurrence rate of some or all of the assembled support characters. For example, even when the target game is executed, the execution means 56, similar to the training game, may have the training target character (one training target character) acquire a skill corresponding to the lottery event, make the skill an acquireable skill for the training target character, or reduce the cost (skill points) to acquire the skill.

[0124] Furthermore, in the first embodiment, even when the target game is executed, the execution means 56 updates (changes) the current parameters and current skill points of the character to be trained (one character to be trained) based on the support of some or all of the assembled support characters. For example, similar to the training game, the execution means 56 refers to the reward information of the target game information 50D and changes (increases) the amount of parameter changes according to the performance of the target game (target race) based on the parameter change rate. Also, similar to the training game, the execution means 56 refers to the reward information of the target game information 50D and changes (increases) the amount of skill points awarded according to the performance of the target game (target race) based on the parameter change rate.

[0125] Furthermore, in the first embodiment, the execution means 56 restricts the continuation of the training scenario if the performance of the training target character (one training target character) in the target game does not meet the clear conditions. For example, the execution means 56 refers to the clear conditions of the race conditions in the target game information 50D and, if the performance of the training target character (e.g., rank) in the target game (target race) does not meet the clear conditions (e.g., within the top 3), it asks the player whether to end the training scenario or continue the target game.

[0126] Furthermore, in the first embodiment, upon completion of the training scenario, the execution means 56 generates a training target character (one training target character) as a training completed character. For example, the execution means 56 stores the training completed character, which is a copy of the character ID and status of the one training target character at the time the training scenario is completed, in the owned character information of the player information 50A. In other words, the execution means 56 generates a training completed character that has the same current parameters and acquired skills as the training target character at the end of the training scenario.

[0127] Furthermore, in the first embodiment, the execution means 56 evaluates the training results of the training target character (one training target character) upon completion of the training scenario. For example, the execution means 56 performs a rank evaluation based on the status of the training target character at the end of the training scenario. Specifically, the execution means 56 assigns a high rank to the training target character if the sum of its current parameters is high, if it has acquired many skills, or if it has acquired skills that require a lot of skill points.

[0128] In the first embodiment, the execution means 56 executes a battle game in which a fully trained character generated from a training target character trained in a training scenario competes against a fully trained character generated from a training target character trained by another player. For example, the execution means 56 executes a battle game (e.g., a race) using various types of parameters and skills corresponding to each fully trained character, and rewards the winning player with items, coins, etc. The execution means 56 may also reward players who lose the battle game with items, coins, etc. In this case, the amount of items and coins obtained by the losing player is less than the amount obtained by the winning player.

[0129] The update means 58 is a functional means for updating the contribution points included in the contribution point information of the player information 50A. In the first embodiment, the update means 58 updates the contribution points of a support character based on the fact that the target character (one target character) has been trained with the support of the assembled support characters in a training scenario (one training scenario). For example, in a training game or goal game, if the status of the target character is changed or if the changed status is realized with the support of the assembled support characters (event occurrence or parameter change rate), the update means 58 updates (for example, increases) the contribution points of the support character. The following describes a specific example of how the update means 58 updates contribution points.

[0130] (1) If you acquire a skill In the first embodiment, the update means 58 increases the contribution points of a support character when the character to be trained acquires a skill associated with a support character in the training scenario. For example, if the execution means 56 causes the target character to acquire a skill through the support of a support character (event occurrence), the update means 58 increases the support character's contribution points by "30". The update means 58 may increase the amount of contribution points if the rank of the skill that the execution means 56 causes the target character to acquire is higher.

[0131] (2) When a skill is activated Furthermore, in the first embodiment, the update means 58 increases the contribution points of the support character when the support character to be trained acquires a skill associated with the support character in the training scenario and the skill is activated. For example, if the execution means 56 has enabled the target character to acquire a skill through the support of a support character (event occurrence), and that skill is activated in the target game, the update means 58 increases the support character's contribution points by "10".

[0132] (3) When a skill becomes available Furthermore, in the first embodiment, the update means 58 increases the contribution points of the support character when the support character to be trained in the training scenario becomes able to acquire a skill associated with that support character. For example, if the execution means 56 enables the target character to acquire a skill through the support of a support character (event occurrence), the update means 58 increases the support character's contribution points by "5". The update means 58 may increase the amount of contribution points if the rank of the skill enabled by the execution means 56 to be acquired by the target character is higher.

[0133] (4) When the cost (skill points) to acquire a skill is reduced Furthermore, in the first embodiment, the update means 58 increases the contribution points of the support character when the cost (skill points) required for the training target character to acquire skills associated with the support character in the training scenario decreases. For example, if the execution means 56 adds a predetermined value (e.g., 10%) to the skill point reduction rate due to the support character's support (event occurrence), the update means 58 increases the support character's contribution points by a value (e.g., 10) corresponding to that predetermined value.

[0134] (5) When skill points are granted Furthermore, in the first embodiment, the update means 58 increases the contribution points of a support character when a support character assembled in the training scenario grants skill points to the training target character. For example, if the execution means 56 increases the amount of skill points granted by the support character (parameter change rate) by a predetermined value (e.g., 3), the update means 58 increases the support character's contribution points by a value (e.g., 3) corresponding to that predetermined value.

[0135] (6) When parameters are changed to be advantageous Furthermore, in the first embodiment, the update means 58 increases the contribution points of a support character when a support character assembled in the training scenario changes the parameters of the training target character to a favorable degree. For example, if the execution means 56 increases the amount of parameter change (reference amount) by a predetermined value (e.g., 1) due to the support of the support character (rate of parameter change), the update means 58 increases the contribution points of the support character by a value (e.g., 1) corresponding to that predetermined value.

[0136] The display means 60 is a functional means for displaying various information (images) on the touch panel 32. In the first embodiment, the display means 60 displays a support character formation screen for the player to assemble support characters. For example, on the support character formation screen, the display means 60 displays a selection screen based on the instruction to select a manual selection button other than the rental slot or the manual selection button for the rental slot. Subsequently, on the support character formation screen, the display means 60 displays the owned support character selection screen, which is a screen for selecting support characters owned by the player, based on the instruction to select a manual selection button other than the rental slot. Furthermore, on the support character formation screen, the display means 60 displays the rental support character selection screen, which is a screen for selecting support characters owned by other players who are friends with the player, etc.

[0137] Furthermore, in the first embodiment, the display means 60 displays the support character associated with the player on a selection screen (for example, a screen for selecting owned support characters or a screen for selecting rented support characters) for selecting a support character to be used for a determined character to be trained.

[0138] Furthermore, in the first embodiment, the display means 60 displays the support character with the highest contribution points after the training scenario is completed. This support character may be a support character owned by the player, or it may be a support character rented from another player (such as a friend). For example, the display means 60 displays the image of the support character with the highest contribution points among the support characters used in the training scenario (the character being trained) on the training results screen.

[0139] Furthermore, for example, the display means 60 displays images of the top three support characters in terms of contribution points among the support characters used in the training scenario (the character being trained) on the training results screen. For example, the display means 60 displays each of the top three support characters in terms of contribution points in order according to their contribution points (for example, in ascending or descending order).

[0140] In the first embodiment, the display means 60 displays the support character and the contribution points of that support character on the training results screen. For example, the display means 60 displays on the touch panel 32 the image of the support character with the highest contribution points among the support characters used in the training scenario (target character), and the contribution points corresponding to that support character with the highest contribution points. Alternatively, the display means 60 may also display on the training results screen the images of the top three support characters in terms of contribution points among the support characters used in the training scenario (target character), and the contribution points corresponding to each of the top three support characters.

[0141] <Processing flow> Figure 5 is a flowchart illustrating an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the first embodiment. Furthermore, the processing of the following steps begins, for example, when the decision means 52 has determined one training scenario (training scenario Z) from among multiple training scenarios, and then determined one training target character (training target character A) from among multiple training target characters. In addition, the variable n and contribution points described below are initially assigned a value of 0 (zero). Note that the order and content of the following steps can be changed as appropriate.

[0142] (Step SP10) The display means 60 displays a support character formation screen for the player to assemble a support character.

[0143] Figure 6 shows an example of the support character arrangement screen 70 in the first embodiment.

[0144] As shown in Figure 6, the support character formation screen 70 is provided with a training target character information area 72, a support deck information area 73, a manual selection button 74, a reset button 75, an automatic selection button 76, a back button 77, and a formation button 78. The character information area 72 for training displays an image of one character to be trained (character A). In the support deck information area 73, if a predetermined number (for example, 6 characters) or fewer support characters are selected, the image of each selected support character is displayed. The manual selection button 74 is a button (instruction area) used to display the support character selection screen associated with the player and to instruct the player to manually select a support character. For example, by pressing the manual selection button 74 other than the rental slot, the player can display the owned support character selection screen, which is the support character selection screen for the support characters owned by the player, and manually select (select) a support character. Alternatively, by pressing the manual selection button 74 in the rental slot, the player can display the rental support character selection screen, which is the support character selection screen for support characters owned by other players who are friends with the player, etc., and manually select (select) a support character. The reset button 75 is used to deselect all characters currently selected as support characters. The "Automatic Selection" button 76 is used to instruct the system to automatically select a predetermined number (for example, 6 characters) or fewer support characters from the support characters associated with the player. The back button 77 is used to close the support character formation screen 70 and return to the screen where you can select a new character to train. Button 78 is used to instruct the selected support character to be included as a support character for a character being trained.

[0145] Figure 7 shows an example of a support character organization screen 70, which includes images of selected support characters in the first embodiment.

[0146] As shown in Figure 7, the support deck information area 73 on the support character formation screen 70 displays images of a predetermined number (for example, 6) of support characters that have been manually or automatically selected.

[0147] Returning to Figure 5, the process moves on to step SP12.

[0148] (Step SP12) The formation method 54, based on the player's instruction to press the formation button on the support character formation screen, forms a deck with a predetermined number of selected support characters as support characters to be used for a single character to be trained. Then, the process moves on to step SP14.

[0149] (Step SP14) Execution means 56 executes the current turn of one training scenario (training scenario Z).

[0150] For example, the execution means 56 increments (+1) the variable n, which is the current turn number in the training scenario. Subsequently, the execution means 56 refers to the game information contained in the turn information of the training scenario information 50E and executes the game (training game or target game) corresponding to the current turn number (variable n) in the training scenario.

[0151] Furthermore, for example, if the game corresponding to the current turn is a training game, the execution means 56 accepts a selection of training items (various training and rest) from the player.

[0152] Furthermore, for example, if the game corresponding to the current turn number is the target game, the execution means 56 displays a skill acquisition screen on the touch panel 32 before executing the target game, based on instructions from the player. Subsequently, on the skill acquisition screen, the execution means 56 consumes the current skill points of one character to be trained (character A) based on instructions from the player, and allows that character to acquire one or more skills from the skills that the character can acquire. Subsequently, the execution means 56 executes the target game based on instructions from the player. For example, the execution means 56 determines the performance (ranking) of one character to be trained (character A) in the target game by referring to the status of the character to be trained (current parameters and acquired skills) in player information 50A, the race conditions and rival character information in target game information 50D, the skill effects and activation conditions in skill information 50F, etc. Specifically, if a character being trained has acquired a skill that matches the conditions (race conditions) included in the target game, the execution means 56 activates that skill to improve the performance of that character being trained. Then, the process moves on to step SP16.

[0153] (Step SP16) The execution means 56 draws one or more events to occur in the current turn. Subsequently, if one or more events are selected, the execution means 56 refers to the event image in the event information 50G and displays an event screen (not shown) indicating the selected events on the touch panel 32. Then, the process moves on to step SP18.

[0154] (Step SP18) The execution means 56 changes the status of a target character based on the support (event occurrence and parameter change rate) provided by some or all of the assembled support characters.

[0155] For example, the execution means 56 refers to the event skill information in the event information 50G, and if the event effect of the event drawn in step SP16 is "to acquire a skill", it adds the skill corresponding to that event (for example, "becomes proficient at Race Track A") to the skills acquired by the character to be trained in the player information 50A.

[0156] Furthermore, for example, if the game corresponding to the current turn number is a training game, the execution means 56 updates (changes) the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, motivation) of one of the training target characters according to the parameter change rate corresponding to the training type selected by the player in step SP14 and the support characters that have been assembled.

[0157] For example, the execution means 56 changes the current parameters of the character to be trained to a favorable degree based on the status of the support character (current level) in the player information 50A, the status information of the support character (parameter change rate of the support information) in the character information 50B, and the achievement information (parameter change amount) in the training game information 50C. Specifically, if the amount of power change (base amount) corresponding to the training event is "+30", and the parameter change rate of the support character whose predetermined parameter is power among the assembled support characters is "20%", the execution means 56 changes (increases) the amount of power increase to "+36".

[0158] Furthermore, for example, if the game corresponding to the current turn number is a training game, the execution means 56 updates (changes) the current skill points of one training target character (training target character A) according to the parameter change rate corresponding to the training type selected by the player in step SP14 and the support characters that have been assembled.

[0159] For example, the execution means 56 grants skill points to the character to be trained based on the status of the support character (current level) in the player information 50A, the status information of the support character (parameter change rate of the support information) in the character information 50B, and the achievement information (skill points granted) in the training game information 50C. Specifically, the execution means 56 changes (increases) the amount of skill points to be granted to "24" if the standard amount of skill points to be granted included in the achievement information of the training game information 50C is "20", and the parameter change rate of a support character (support character S) whose predetermined parameter is skill points among the assembled support characters is "20%".

[0160] Furthermore, for example, if the game corresponding to the current turn number is the target game, the execution means 56 updates (changes) the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, motivation) and current skill points of a target character in accordance with the results (ranking) of the executed target game and the support of the support character (event occurrence and parameter change rate).

[0161] Then, the process moves on to step SP20.

[0162] (Step SP20) The update means 58 updates the contribution points included in the contribution point information of the player information 50A according to the support of the support character in step SP18 (event occurrence and parameter change rate).

[0163] For example, if in step SP18 a support character (support character S) helps a target character (target character A) acquire a skill, the update means 58 increases the contribution points of the support character (support character S). Also, for example, if in step SP18 a support character (support character D) increases the amount of skill points granted, the update means 58 increases the contribution points of the support character (support character D).

[0164] Furthermore, for example, if in step SP18 a support character (support character G) increases the amount of change (base amount) of the current parameters of a target character (target character A), the update means 58 increases the contribution points of the support character (support character G). Then, the process moves on to step SP22.

[0165] (Step SP22) The display means 60 displays a status change screen to indicate that the status has been changed in the current turn.

[0166] Figure 8 shows an example of the status change screen 80 in the first embodiment.

[0167] As shown in Figure 8, the status change screen 80 is provided with a character training information area 82 and a status change information area 84. The character information area 82 for training displays an image of one of the characters to be trained. The status change information area 84 displays the current parameters, acquired skills, and current skill points that were changed in step SP18.

[0168] Returning to Figure 5, the process moves on to step SP24.

[0169] (Step SP24) The execution means 56 determines whether the training scenario has ended. For example, the execution means 56 refers to the turn information of the training scenario information 50E and makes a positive determination if the current number of turns (variable n) is the maximum number of turns. If the determination is positive, the process proceeds to step SP26. On the other hand, if the determination is negative, the process proceeds to step SP14.

[0170] (Step SP26) The execution means 56 performs a rank evaluation of the training result (for example, an evaluation of S rank, A rank, B rank, C rank, or D rank) based on the status of the training target character at the end of the training scenario. Subsequently, the display means 60 displays a training result screen to show the training result of one training target character in one training scenario.

[0171] Figure 9 shows an example of the growth results screen 90 in the first embodiment.

[0172] As shown in Figure 9, the training results screen 90 includes an evaluation information area 92, a parameter information area 93, an acquired skill information area 94, a contributing character information area 96, and a generate button 98. Area 92 of the training results information section displays an image showing a rank as an evaluation of the training results. The parameter information area 93 displays images and other information showing the parameters of the character being trained at the time a training scenario is completed. The acquired skills information area 94 displays images and other information showing the skills acquired by the target character at the end of the first training scenario. The Contributing Character Information Area 96 displays an image or other information indicating the support character with the highest contribution points among the support characters used. The generate button 98 is a button (instruction area) used to issue an instruction to generate a character that is currently being trained as a fully trained character.

[0173] Then, the process moves on to step SP22.

[0174] (Step SP28) The execution means 56 generates a completed training character having the same stats as a target training character, based on the indication that the training button is pressed on the training results screen. For example, the execution means 56 stores the stats of the generated completed training character in the owned character information of the player information 50A. Then, the process concludes with the series of steps shown in Figure 5.

[0175] (Specific example 2) In the specific example 1 described above, the display means 60 was shown to display support characters with high contribution points after the training scenario is completed, but it may also be used to display support characters with low contribution points. For example, the display means 60 displays the image of the support character with the lowest contribution points among the support characters used in the training scenario (the character being trained) on the training results screen.

[0176] Furthermore, for example, the display means 60 displays images of the support characters with the lowest contribution points among the support characters used in the training scenario (the character being trained) on the training results screen. For example, the display means 60 displays each of the support characters with the lowest contribution points in an order corresponding to their contribution points (for example, in ascending or descending order).

[0177] Furthermore, for example, the display means 60 displays the support character and the contribution points corresponding to that support character after the training scenario is completed. For example, on the training results screen, the display means 60 displays on the touch panel 32 the image of the support character with the lowest contribution points among the support characters used in the training scenario (training target character), and the contribution points corresponding to that support character with the lowest contribution points. Furthermore, for example, on the training results screen, the display means 60 displays the images of the support characters with the lowest three contribution points among the support characters used in the training scenario (training target character), and the contribution points corresponding to each of those support characters with the lowest three contribution points.

[0178] (Specific example 3) In the specific example 1 described above, the display means 60 was shown to display the support character with the highest contribution points after the training scenario was completed. However, it is also possible to display the contribution points corresponding to each of the support characters in the formation. For example, the display means 60 displays, on the training results screen, an image of each support character used in the training scenario (the character being trained) and the contribution points corresponding to each support character.

[0179] Furthermore, for example, the display means 60 displays each of the assembled support characters in the training results screen in an order (for example, ascending or descending order) according to their contribution points.

[0180] <Effects> In the first embodiment described above, the computer functions as follows: a configuration means 54 that, in response to instructions from the player, assembles a predetermined number of support characters or less from the support characters associated with the player to be used for the character to be trained; an execution means 56 that executes a training scenario in which the character to be trained is trained with the support of each of the assembled support characters; an update means 58 that updates the contribution points of each of the assembled support characters based on the fact that the character to be trained has been trained; and a display means 60 that displays the support characters with the highest contribution points after the completion of the training scenario.

[0181] With this configuration, after the training scenario is completed, the support characters with the highest contribution points are displayed, making it easy for players to understand how much the support characters contributed to the training of the target character.

[0182] In the first embodiment, the display means 60 displays the support character and the contribution points of the support character.

[0183] This configuration displays contribution points corresponding to each support character, making it easy for players to understand how much each support character has contributed to the development of the target character.

[0184] Furthermore, in the first embodiment, the computer functions as: a configuration means 54 that, in response to instructions from the player, assembles a predetermined number of support characters or less from the support characters associated with the player to be used for the character to be trained; an execution means 56 that executes a training scenario in which the character to be trained is trained with the support of each of the assembled support characters; an update means 58 that updates the contribution points of each of the assembled support characters based on the fact that the character to be trained has been trained; and a display means 60 that displays the support characters with low contribution points after the training scenario is completed.

[0185] With this configuration, after the training scenario is completed, support characters with low contribution points are displayed, making it easy for players to understand how much the support characters contributed to the training of the target character.

[0186] In the first embodiment, the display means 60 displays the support character and the contribution points of the support character.

[0187] This configuration displays contribution points corresponding to each support character, making it easy for players to understand how much each support character has contributed to the development of the target character.

[0188] Furthermore, in the first embodiment, the computer functions as: a configuration means 54 that, in response to instructions from the player, assembles a predetermined number of support characters or less from the support characters associated with the player to be used for the character to be trained; an execution means 56 that executes a training scenario in which the character to be trained is trained with the support of each of the assembled support characters; an update means 58 that updates the contribution points of each of the assembled support characters based on the fact that the character to be trained has been trained; and a display means 60 that displays the contribution points corresponding to each of the assembled support characters after the completion of the training scenario.

[0189] With this configuration, after the training scenario is completed, contribution points corresponding to each support character in the formation are displayed, making it easy for the player to understand how much each support character contributed to the training of the target character.

[0190] In the first embodiment, the display means 60 displays each of the organized support characters in an order corresponding to their contribution points.

[0191] With this configuration, each support character is displayed in order according to their contribution points, making it easy for players to understand how much each support character has contributed to the development of the character being trained.

[0192] Furthermore, in the first embodiment, support includes enabling the character to be trained to acquire skills associated with the support character, and the update means 58 increases the support character's contribution points when the character to be trained acquires skills associated with the support character in the training scenario.

[0193] With this configuration, when the character being trained acquires a skill associated with a support character, the support character's contribution points increase, making it easy for the player to understand how much the support character contributed to the training character acquiring the skill.

[0194] Furthermore, in the first embodiment, the update means 58 increases the support character's contribution points when the training target character acquires a skill associated with the support character in the training scenario and the skill is activated.

[0195] With this configuration, when a character being trained acquires a skill associated with a support character and that skill is activated, the support character's contribution points increase. This makes it easy for the player to understand how much the support character contributed to the activation of the character being trained's skill.

[0196] Furthermore, in the first embodiment, the support includes enabling the character to be trained to acquire skills associated with the support character, and the update means 58 increases the support character's contribution points when the character to be trained becomes able to acquire skills associated with the support character in the training scenario.

[0197] With this configuration, when a character being trained becomes eligible to acquire a skill associated with a support character, the support character's contribution points increase, making it easy for the player to understand how much the support character contributed to making that skill available.

[0198] Furthermore, in the first embodiment, the support includes reducing the cost for the character being trained to acquire skills associated with the support character, and the update means 58 increases the contribution points of the support character when the cost for the character being trained to acquire skills associated with the support character is reduced in the training scenario.

[0199] With this configuration, when the cost for the character being trained to acquire skills associated with a support character decreases, the support character's contribution points increase, making it easy for the player to recognize how much the support character contributed to that cost reduction.

[0200] Furthermore, in the first embodiment, the support includes granting skill points, which are the cost for the character being trained to acquire skills, and the update means 58 increases the support character's contribution points when the support character grants skill points to the character being trained in the training scenario.

[0201] With this configuration, when a support character grants skill points to a character being trained, the support character's contribution points increase, making it easy for the player to understand how much the support character contributed to granting skill points.

[0202] Furthermore, in the first embodiment, support includes favorably changing the parameters of the character being trained, and the update means 58 increases the contribution points of the support character when the support character favorably changes the parameters of the character being trained in the training scenario.

[0203] With this configuration, when a support character improves the parameters of the character being trained, the support character's contribution points increase, making it easy for the player to understand how much the support character contributed to parameter development.

[0204] ---Second Embodiment--- Next, a second embodiment will be described.

[0205] In the second embodiment, the display means 60 differs from the first embodiment in that, on the selection screen for selecting a support character to be used for a character to be trained, support characters with high contribution points corresponding to the character to be trained are preferentially displayed as recommended characters. The configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system 1 according to the first embodiment.

[0206] In the second embodiment, the contribution point information of player information 50A includes the contribution points of each support character corresponding to the character being trained (character ID) for each character being trained.

[0207] For example, the contribution points of a support character S corresponding to a character A being trained increase when the support character S is used for that character A (included in the training scenario) and the character A is trained through the support provided by the support character S (event occurrence or parameter change rate).

[0208] Furthermore, for example, the contribution points of support character D corresponding to character A being trained will increase when support character D is used for character A being trained (included in the training scenario) and character A is trained through the support provided by support character D (event occurrence or parameter change rate).

[0209] Furthermore, for example, the contribution points of support character S corresponding to character B being trained will increase when support character S is used for character B being trained (included in the training scenario) and character B is trained through the support provided by support character S (event occurrence or parameter change rate).

[0210] Unlike the first embodiment, these contribution points are not reset or released (deleted) after each training scenario is completed, and continue to be updated in subsequent training scenarios played.

[0211] In the second embodiment, the formation means 54 forms a predetermined number of support characters or less to be used for a single character to be trained, from among the support characters displayed on the owned support character selection screen, in accordance with the player's instructions.

[0212] In the second embodiment, the update means 58 updates the contribution points of the support character corresponding to the target character based on the fact that the target character has been trained with the support of the support character.

[0213] For example, in a training game or goal game, if the status of a training target character is changed or the changed status is activated due to the support (event occurrence or parameter change rate) of the assembled support characters, the update means 58 updates (for example, increases) the contribution points of the support character corresponding to that training target character. The following describes a specific example of how the update means 58 updates contribution points.

[0214] (1) If you acquire a skill In the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training target character when the training target character acquires a skill associated with the support character in the training scenario. For example, if the execution means 56 causes the training target character A to acquire a skill through the support (event occurrence) of the support character S, the update means 58 increases the contribution points of the support character S corresponding to the training target character A by "30".

[0215] (2) When a skill is activated In the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training character when the training target character acquires a skill associated with the support character and the skill is activated. For example, if the execution means 56 causes the training target character A to acquire a skill through the support (event occurrence) of the support character S, and that skill is activated in the target game, the update means 58 increases the contribution points of the support character S corresponding to the training target character A by "10".

[0216] (3) When a skill becomes available In the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training target character when a training target character becomes eligible to acquire a skill associated with that support character in the training scenario. For example, if the execution means 56 enables the training target character B to acquire a skill through the support (event occurrence) of the support character S, the update means 58 increases the contribution points of the support character S corresponding to the training target character B by "5".

[0217] (4) When the cost (skill points) to acquire a skill is reduced Furthermore, in the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training target character when the cost for a training target character to acquire a skill associated with the support character decreases in the training scenario. For example, if the execution means 56 adds a predetermined value (e.g., 10%) to the skill point reduction rate of the character A to be trained due to the support (event occurrence) of the support character D, the update means 58 increases the contribution points of the support character D corresponding to the character A to be trained by a value (e.g., 10) corresponding to the predetermined value.

[0218] (5) When skill points are granted In the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training target character when a support character grants skill points to a training target character in the training scenario. For example, if the execution means 56 increases the amount of skill points granted to the training target character B by the support (parameter change rate) of the support character D by a predetermined value (e.g., 3), the update means 58 increases the contribution points of the support character D corresponding to the training target character B by a value (e.g., 3) corresponding to the predetermined value.

[0219] (6) When parameters are changed to be advantageous Furthermore, in the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training target character when the support character has favorably changed the parameters of the training target character in the training scenario. For example, if the execution means 56 increases the amount of change in the parameters of the character to be trained C (base amount) by a predetermined value (e.g., 1) due to the support (rate of change in parameters) of the character to be trained C by the execution means 56, the update means 58 increases the contribution points of the support character Z corresponding to the character to be trained by a value (e.g., 1) corresponding to the predetermined value.

[0220] (7) If the training results are highly rated Furthermore, in the second embodiment, the update means 58 increases the contribution points of each of the organized support characters corresponding to the training target character when the training result of one training target character is highly evaluated in the training scenario. For example, if the execution means 56 determines that the training result for character C is S rank, the update means 58 increases the contribution points of each support character in the formation corresponding to character C by 50. Also, for example, if the execution means 56 determines that the training result for character C is A rank, the update means 58 increases the contribution points of each support character in the formation corresponding to character C by 20. Also, for example, if the execution means 56 determines that the training result for character C is B rank, the update means 58 increases the contribution points of each support character in the formation corresponding to character C by 10. Also, for example, if the execution means 56 determines that the training result for character C is C rank, the update means 58 increases the contribution points of each support character in the formation corresponding to character C by 5. Also, for example, if the execution means 56 determines that the training result for character C is D rank, the update means 58 does not increase the contribution points of each support character in the formation corresponding to character C.

[0221] In the second embodiment, the display means 60 displays the support characters owned by the player on a selection screen (for example, a screen for selecting owned support characters) for selecting a support character to be used for a determined character to be trained.

[0222] Furthermore, in the second embodiment, the display means 60 prioritizes displaying, on the selection screen, support characters with high contribution points corresponding to a selected character to be trained as recommended characters. For example, on the owned support character selection screen, the display means 60 prioritizes displaying, on the screen prioritizing the support character with the highest contribution points corresponding to a selected character to be trained as recommended characters. Furthermore, for example, the display means 60 prioritizes displaying the top three support characters with the highest contribution points corresponding to a selected character to be trained as recommended characters on the owned support character selection screen.

[0223] For example, the display means 60 prioritizes the display of recommended characters on the selection screen (owned support character selection screen) by displaying them above or to the left of other support characters.

[0224] In the second embodiment, the display means 60 displays the contribution points of recommended characters on the selection screen. For example, on the owned support character selection screen, the display means 60 displays images of the top three support characters (recommended characters) with the highest contribution points corresponding to the selected training target character, along with the respective contribution points of each support character.

[0225] In the second embodiment, the display means 60 displays the contribution points of each support character owned by the player on the selection screen. For example, on the owned support character selection screen, the display means 60 displays the image of each support character owned by the player and the contribution points of that support character corresponding to a selected character to be trained.

[0226] In the second embodiment, the display means 60 displays each of the support characters owned by the player on the selection screen in descending order of contribution points (sorted). For example, on the owned support character selection screen, the display means 60 displays the images of each support character owned by the player from the top or left in descending order of contribution points. Furthermore, the display means 60 may display each of the support characters owned by the player in order of lowest contribution points (sorted) on the owned support character selection screen.

[0227] <Processing flow> Figure 10 is a flowchart illustrating an example of the processing flow performed by each functional means in the game system according to the second embodiment. The processing in the following steps begins, for example, when the decision means 52 has determined one training scenario (training scenario Y) from among multiple training scenarios, and then determined one training target character (training target character B) from among multiple training target characters. The variable n described below is initially assigned the value 0 (zero). The order and content of the following steps can be changed as appropriate.

[0228] (Step SP30) The display means 60 displays a support character formation screen for the player to assemble support characters. This support character formation screen is the same as in Figures 6 and 7. Here, if a manual selection button other than the rental slot is selected (touched) on the support character formation screen, the display means 60 displays the owned support character selection screen, which is a screen for selecting support characters owned by the player.

[0229] Figure 11 shows an example of the owned support character selection screen 110 in the second embodiment.

[0230] As shown in Figure 11, the owned support character selection screen 110 is provided with a recommended character information area 112, an owned support character information area 114, a back button 116, and a select button 118. The recommended character information area 112 displays images of recommended characters that are among the player's owned support characters and have high contribution points corresponding to one of the target characters for training (target character B). These recommended character images, for example, show the contribution points of that recommended character. The owned support character information area 114 displays images of the support characters owned by the player. These images of owned characters show, for example, the contribution points of the owned character corresponding to a target character for training (target character B). The images of support characters displayed in the recommended character information area 112 and the owned support character information area 114 can be changed to a selected state and their display format can be changed (for example, the outer border becomes thicker) when instructed (touched) by the player. The back button 116 is used to close the owned support character selection screen 110 and return to the support character formation screen. The selection button 118 is used to instruct the system to reflect the selected support character in the support character formation screen.

[0231] Returning to Figure 10, the process moves on to step SP32.

[0232] (Steps SP32 to SP38) The processing in steps SP32 to SP38 is the same as the processing in steps SP12 to SP18 described above, so the explanation is omitted. Then, the process moves on to step SP40.

[0233] (Step SP40) The update means 58 updates the contribution points included in the contribution point information of the player information 50A according to the support of the support character in step SP38 (event occurrence and parameter change rate).

[0234] For example, if in step SP38 a support character (support character Q) makes a training target character (training target character B) capable of acquiring a skill, the update means 58 increases the contribution points of the support character (support character Q) corresponding to the training target character (training target character B).

[0235] Furthermore, for example, if a support character (e.g., support character W) increases the amount of skill points granted in step SP38, the update means 58 increases the contribution points of the support character (support character W) corresponding to the target character (target character B).

[0236] Furthermore, for example, if in step SP38 a support character (support character E) increases the amount of change (base amount) of the current parameters of a target character (target character B), the update means 58 increases the contribution points of the support character (support character E) corresponding to that target character (target character B). Then, the process moves on to step SP42.

[0237] (Steps SP42 to SP44) The processing in steps SP42 to SP44 is the same as the processing in steps SP22 to SP24 described above, so the explanation is omitted. Then, the process moves on to step SP46.

[0238] (Step SP46) The execution means 56 performs a rank evaluation as a cultivation result (for example, any one of S rank, A rank, B rank, C rank, and D rank) based on the status of the character to be cultivated at the end of the cultivation scenario. Subsequently, the display means 60 displays a cultivation result screen for showing the cultivation result of one character to be cultivated (cultivation target character B) in one cultivation scenario (cultivation scenario Y).

[0239] FIG. 12 is a diagram showing an example of the cultivation result screen 120 in the second embodiment.

[0240] As shown in FIG. 12, the cultivation result screen 120 is provided with an evaluation information area 122, a parameter information area 123, an acquired skill information area 124, a contribution point change information area 126, and a generation button 128. In the contribution point change information area 126, it is shown that the contribution points corresponding to one character to be cultivated (cultivation target character B) of each support character organized (used) have changed.

[0241] Then, the process proceeds to the process of step SP48.

[0242] (Step SP48) The process of step SP48 is the same as the process of step SP28 described above, so the description is omitted. Then, the process ends the series of processes shown in FIG. 10.

[0243] <Effect> As described above, in the second embodiment, the computer functions as a determination means 52 for determining one character to be trained from a plurality of characters to be trained in accordance with an instruction from a player, a display means 60 for displaying support characters owned by the player on a selection screen for selecting a support character to be used for the determined one character to be trained, an editing means 54 for editing, in accordance with an instruction from the player, up to a predetermined number of support characters to be used for the one character to be trained from the support characters displayed on the selection screen, an execution means 56 for executing a training scenario for training the one character to be trained with the support of the edited support characters, and an update means 58 for updating the contribution points of the support characters corresponding to the one character to be trained based on the fact that the one character to be trained has been trained with the support of the support characters. The display means 60 preferentially displays, on the selection screen, as recommended characters, the support characters having high contribution points corresponding to the determined one character to be trained.

[0244] According to this configuration, on the selection screen, since the support characters having high contribution points corresponding to the determined one character to be trained are preferentially displayed as recommended characters, the player can easily recognize the support characters that have contributed to the training of the determined one character to be trained.

[0245] Also, in the second embodiment, the display means 60 displays the contribution points of the recommended characters on the selection screen.

[0246] According to this configuration, on the selection screen, since the contribution points of the recommended characters are displayed, the player can easily recognize the support characters that have contributed to the training of the one character to be trained.

[0247] Also, in the second embodiment, the display means 60 displays the contribution points of each of the support characters owned by the player on the selection screen.

[0248] This configuration allows the player to easily recognize which support characters are contributing to the development of a particular character, as the selection screen displays the contribution points of each support character owned by the player.

[0249] In the second embodiment, the display means 60 displays each of the support characters owned by the player in order of highest contribution points on the selection screen.

[0250] This configuration allows the player to easily identify which support characters are contributing to the development of a particular character they are training, as the selection screen displays the player's support characters in order of highest contribution points.

[0251] In the second embodiment, the support includes allowing a target character to acquire a skill associated with a support character, and the update means 58 increases the contribution points of the support character corresponding to the target character when the target character acquires a skill associated with a support character in the training scenario.

[0252] With this configuration, when a character being trained acquires a skill associated with a support character, the contribution points of that support character increase. This makes it easy to identify the support character that contributed to the acquisition of the skill of the character being trained on the selection screen.

[0253] In the second embodiment, the update means 58 increases the contribution points of the support character corresponding to the training character when the training target character acquires a skill associated with the support character and the skill is activated.

[0254] With this configuration, when a character being trained acquires a skill associated with a support character and that skill is activated, the contribution points of the support character corresponding to that character increase. This makes it easy to identify the support character that contributed to the activation of the character being trained's skill on the selection screen.

[0255] In the second embodiment, the support includes making a character to be trained able to acquire a skill associated with a support character, and the update means 58 increases the contribution points of the support character corresponding to the character to be trained when a character to be trained becomes able to acquire a skill associated with a support character in the training scenario.

[0256] With this configuration, when a character being trained becomes eligible to acquire a skill associated with a support character, the contribution points of that support character increase. This makes it easy to identify the support character that contributed to making the skill available on the selection screen.

[0257] In the second embodiment, the support includes reducing the cost for a target character to acquire a skill associated with a support character, and the update means 58 increases the contribution points of the support character corresponding to the target character when the cost for a target character to acquire a skill associated with a support character is reduced in the training scenario.

[0258] With this configuration, when the cost for a character being trained to acquire a skill associated with a support character decreases, the contribution points of the support character corresponding to that character increase. Therefore, on the selection screen, it is easy to recognize the support character that is contributing to the reduction in that cost for the character being trained.

[0259] In the second embodiment, the support includes granting skill points, which are the cost for a character to be trained to acquire a skill, and the update means 58 increases the contribution points of the support character corresponding to the character to be trained when the support character grants skill points to the character to be trained in the training scenario.

[0260] With this configuration, when a support character grants skill points to a target character, the contribution points of the support character corresponding to that target character increase. This makes it easy to identify the support character that contributed to granting skill points to a target character on the selection screen.

[0261] In the second embodiment, the support includes favorably changing the parameters of one character to be trained, and the update means 58 increases the contribution points of the support character corresponding to the character to be trained when the support character favorably changes the parameters of one character to be trained in the training scenario.

[0262] With this configuration, when a support character positively alters the parameters of a target character, the contribution points of that support character corresponding to that target character increase. This makes it easy to identify the support character that is contributing to the parameter development of a target character on the selection screen.

[0263] Also, in the second embodiment, when the cultivation result of one cultivation target character is highly evaluated in the cultivation scenario, the update means 58 increases the contribution points of each supported character compiled corresponding to the one cultivation target character.

[0264] According to this configuration, when the cultivation result of one cultivation target character is highly evaluated in the cultivation scenario, since the contribution points of each supported character compiled corresponding to the one cultivation target character increase, in the selection screen, it is possible to easily recognize the supported characters that have contributed to the cultivation result of the one cultivation target character.

[0265] ---Third Embodiment--- Next, the third embodiment will be described.

[0266] In the third embodiment, in the selection screen where the display means 60 selects the supported characters to be used in one cultivation scenario, it is different from the first embodiment in that the supported characters with high contribution points corresponding to the one cultivation scenario are preferentially displayed as recommended characters. Note that the configuration and functions of the game system according to the third embodiment not described below are the same as the configuration and functions of the game system 1 according to the first embodiment and the second embodiment.

[0267] In the third embodiment, the contribution point information of the player information 50A includes the contribution points of each supported character corresponding to the cultivation scenario (cultivation scenario ID) for each cultivation scenario.

[0268] For example, the contribution points of the supported character S corresponding to the cultivation scenario Z increase when the supported character S is used (compiled in the cultivation scenario Z) in the cultivation scenario Z and the cultivation target character is cultivated by the support (event occurrence or parameter change rate) of the supported character S.

[0269] Furthermore, for example, the contribution points of support character D corresponding to training scenario Y increase when support character D is used in training scenario Y (included in the training scenario) and the target character is trained through the support provided by support character D (event occurrence or parameter change rate).

[0270] Furthermore, for example, the contribution points of a support character S corresponding to training scenario Y increase when the support character S is used in training scenario Y (included in the training scenario) and the target character is trained through the support provided by the support character S (event occurrence or parameter change rate).

[0271] These contribution points, as in the second embodiment, are not reset or released (deleted) after each training scenario is completed, and continue to be updated in subsequent training scenarios.

[0272] In the third embodiment, the formation means 54 forms a predetermined number of support characters or less to be used in a training scenario from among the support characters displayed on the owned support character selection screen, in accordance with instructions from the player.

[0273] In the third embodiment, the update means 58 updates the contribution points of a support character corresponding to a training scenario, based on the fact that the training target character has been trained with the support of the support character. For example, in a training game or goal game, if the status of the character being trained is changed or if the changed status is realized due to the support (event occurrence or parameter change rate) of the assembled support characters, the update means 58 updates (for example, increases) the contribution points of the support character corresponding to a training scenario. The following describes a specific example of how the update means 58 updates contribution points.

[0274] (1) If you acquire a skill In the third embodiment, the update means 58 increases the contribution points of the support character corresponding to a training scenario (for example, training scenario Z) when the training target character acquires a skill associated with the support character in that training scenario. For example, if the execution means 56 causes the training target character A to acquire a skill through the support (event occurrence) of support character S in training scenario Z, the update means 58 increases the contribution points of support character S corresponding to training scenario Z by "30".

[0275] (2) When a skill is activated In the third embodiment, the update means 58 increases the contribution points of the support character corresponding to the training scenario when the training target character acquires a skill associated with a support character in a training scenario (for example, training scenario Z) and the skill is activated. For example, if the execution means 56 causes the training target character A to acquire a skill through the support (event occurrence) of support character S in training scenario Z, and then the skill is activated in the target game, the update means 58 increases the contribution points of support character S corresponding to training scenario Z by "10".

[0276] (3) When a skill becomes available Furthermore, in the third embodiment, the update means 58 increases the contribution points of the support character corresponding to a training scenario (for example, training scenario Y) when the training target character becomes able to acquire a skill associated with the support character in that training scenario. For example, if the execution means 56 enables the training target character B to acquire a skill through the support (event occurrence) of support character S in the training scenario Y, the update means 58 increases the contribution points of support character S corresponding to the training scenario Y by "5".

[0277] (4) When the cost (skill points) to acquire a skill is reduced Furthermore, in the third embodiment, the update means 58 increases the contribution points of the support character corresponding to a training scenario (for example, training scenario Y) when the cost for the training target character to acquire the skills associated with the support character decreases in that training scenario. For example, if the execution means 56 adds a predetermined value (e.g., 10%) to the skill point reduction rate of the training target character A due to the support (event occurrence) of support character D in the training scenario Y, the update means 58 increases the contribution points of support character D corresponding to the training scenario Y by a value (e.g., 10) corresponding to the predetermined value.

[0278] (5) When skill points are granted Furthermore, in the third embodiment, the update means 58 increases the contribution points of the support character corresponding to a training scenario (for example, training scenario X) when the support character grants skill points to the training target character in a training scenario. For example, if the execution means 56 increases the amount of skill points granted to the training target character B by the support (parameter change rate) of the support character D in the training scenario X by a predetermined value (e.g., 3), the update means 58 increases the contribution points of the support character D corresponding to the training scenario X by a value (e.g., 3) corresponding to the predetermined value.

[0279] (6) When parameters are changed to be advantageous Furthermore, in the third embodiment, the update means 58 increases the contribution points of the support character corresponding to a training scenario (for example, training scenario X) when the support character has favorably changed the parameters of the training target character in that training scenario. For example, if the execution means 56 increases the amount of change in the parameters of the character to be trained C (base amount) by a predetermined value (e.g., 1) due to the support (parameter change rate) of the support character Z in the training scenario X, the update means 58 increases the contribution points of the support character Z corresponding to the training scenario X by a value (e.g., 1) corresponding to the predetermined value.

[0280] (7) If the training results are highly rated Furthermore, in the third embodiment, the update means 58 increases the contribution points of each support character in the training group corresponding to a training scenario (for example, training scenario W) if the training evaluation of the training target character is highly rated in that training scenario. For example, if the execution means 56 determines that the training result for the target character C in training scenario W is S rank, the update means 58 increases the contribution points of each support character in the formation corresponding to training scenario W by "50". Also, for example, if the execution means 56 determines that the training result for the target character C in training scenario W is A rank, the update means 58 increases the contribution points of each support character in the formation corresponding to training scenario W by "20". Also, for example, if the execution means 56 determines that the training result for the target character C in training scenario W is B rank, the update means 58 increases the contribution points of each support character in the formation corresponding to training scenario W by "10". Also, for example, if the execution means 56 determines that the training result for the target character C in training scenario W is C rank, the update means 58 increases the contribution points of each support character in the formation corresponding to training scenario W by "5". Furthermore, for example, if the execution means 56 determines that the training result of the training target character C in the training scenario W is rank D, the update means 58 will not increase the contribution points of each support character in the formation corresponding to the training scenario W.

[0281] In the third embodiment, the display means 60 displays the support characters owned by the player on a selection screen (for example, a screen for selecting owned support characters) for selecting a support character to be used in a determined training scenario.

[0282] Furthermore, in the third embodiment, the display means 60 prioritizes displaying, on the selection screen, support characters with high contribution points corresponding to a determined training scenario as recommended characters. For example, on the owned support character selection screen, the display means 60 prioritizes displaying, on the screen, the support character with the highest contribution points corresponding to a determined training scenario as a recommended character. Furthermore, for example, the display means 60 prioritizes displaying the top three support characters with the highest contribution points corresponding to a determined training scenario as recommended characters on the owned support character selection screen.

[0283] In the third embodiment, the display means 60 displays the contribution points of recommended characters on the selection screen. For example, on the owned support character selection screen, the display means 60 displays images of the top three support characters (recommended characters) with the highest contribution points corresponding to a determined training scenario, along with the respective contribution points of each support character.

[0284] In the third embodiment, the display means 60 displays the contribution points of each support character owned by the player on the selection screen. For example, on the owned support character selection screen, the display means 60 displays the image of each support character owned by the player and the contribution points of that support character corresponding to a determined training scenario.

[0285] In the third embodiment, the display means 60 displays each of the support characters owned by the player on the selection screen in descending order of contribution points (sorted). For example, on the owned support character selection screen, the display means 60 displays the images of each support character owned by the player from the top or left in descending order of contribution points. Furthermore, the display means 60 may display each of the support characters owned by the player in order of lowest contribution points (sorted) on the owned support character selection screen.

[0286] <Processing flow> Figure 13 is a flowchart illustrating an example of the processing flow performed by each functional means in the game system according to the third embodiment. The processing in the following steps begins, for example, when the decision means 52 has determined one training scenario (training scenario X) from among multiple training scenarios, and then determined one training target character (training target character C) from among multiple training target characters. The variable n described below is initially assigned the value 0 (zero). The order and content of the following steps can be changed as appropriate.

[0287] (Step SP50) The display means 60 displays a support character formation screen for the player to assemble support characters. This support character formation screen is the same as in Figures 6 and 7. Here, if a manual selection button other than the rental slot is selected (touched) on the support character formation screen, the display means 60 displays the owned support character selection screen, which is a screen for selecting support characters owned by the player.

[0288] Figure 14 shows an example of the owned support character selection screen 140 in the third embodiment.

[0289] As shown in Figure 14, the owned support character selection screen 140 is provided with a recommended character information area 142, an owned support character information area 144, a back button 146, and a select button 148. The recommended character information area 142 displays images of recommended characters that are among the player's owned support characters and have high contribution points corresponding to a particular training scenario (training scenario X). These recommended character images also show, for example, the contribution points of that recommended character. The owned support character information area 144 displays images of the support characters owned by the player. These images of owned characters show, for example, the contribution points of that character corresponding to a training scenario (training scenario X).

[0290] Then, the process moves on to step SP52.

[0291] (Steps SP52 to SP58) The processing in steps SP52 to SP58 is the same as the processing in steps SP12 to SP18 described above, so the explanation is omitted. Then, the process moves on to step SP60.

[0292] (Step SP60) The update means 58 updates the contribution points included in the contribution point information of the player information 50A according to the support of the support character in step SP58 (event occurrence and parameter change rate).

[0293] For example, if in step SP58 a support character (support character Q) makes a training target character (training target character C) capable of acquiring a skill, the update means 58 increases the contribution points of the support character (support character Q) corresponding to that training scenario (training scenario X).

[0294] Furthermore, for example, if the support character (e.g., support character E) increases the amount of skill points granted in step SP58, the update means 58 increases the contribution points of the support character (support character E) corresponding to the training scenario (training scenario X).

[0295] Furthermore, for example, if in step SP58 the support character (support character W) increases the amount of change (base amount) of the current parameters of a training scenario (training scenario X), the update means 58 increases the contribution points of the support character (support character W) corresponding to that training scenario (training scenario X). Then, the process moves on to step SP62.

[0296] (Steps SP62 to SP64) The processing in steps SP62 to SP64 is the same as the processing in steps SP22 to SP24 described above, so the explanation is omitted. Then, the process moves on to step SP66.

[0297] (Step SP66) The execution means 56 performs a rank evaluation as a result of training (for example, an evaluation of S rank, A rank, B rank, C rank, or D rank) based on the status of the training target character at the end of the training scenario. Subsequently, the display means 60 displays a training results screen to show the training result of one training target character (training target character C) in one training scenario (training scenario X).

[0298] Figure 15 shows an example of the growth results screen 150 in the third embodiment.

[0299] As shown in Figure 15, the training results screen 150 includes an evaluation information area 152, a parameter information area 153, an acquired skill information area 154, a contribution point change information area 156, and a generate button 158. The contribution point change information area 156 shows that the contribution points corresponding to one training scenario (training scenario X) for each support character that was included in the formation (used) have changed.

[0300] Then, the process moves on to step SP68.

[0301] (Step SP68) The process in step SP68 is the same as the process in step SP28 described above, so its explanation will be omitted. Then, the process concludes with the series of steps shown in Figure 13.

[0302] <Effects> In the third embodiment described above, the computer functions as follows: a determination means 52 that determines one training scenario from among multiple training scenarios in response to instructions from the player; a display means 60 that displays the support characters owned by the player on a selection screen for selecting the support characters to be used in the determined training scenario; a formation means 54 that forms a predetermined number or less of support characters from among the support characters displayed on the selection screen in response to instructions from the player for use in the training scenario; an execution means 56 that executes a training scenario in which the target character is trained with the support of the formed support characters; and an update means 58 that updates the contribution points of the support characters corresponding to the training scenario based on the fact that the target character has been trained with the support of the support characters. The display means 60 preferentially displays support characters with high contribution points corresponding to the determined training scenario as recommended characters on the selection screen.

[0303] With this configuration, on the selection screen, support characters with high contribution points corresponding to the chosen training scenario are displayed preferentially as recommended characters, making it easy for players to recognize the support characters that are contributing to the training of the target character in the chosen training scenario.

[0304] In the third embodiment, the display means 60 displays the contribution points corresponding to the recommended character on the selection screen.

[0305] This configuration allows the selection screen to display the contribution points of recommended characters, making it easy for players to recognize which support characters are contributing to the development of the target character in a given training scenario.

[0306] In the third embodiment, the display means 60 displays the contribution points of each support character owned by the player on the selection screen.

[0307] This configuration allows the player to easily recognize which support characters are contributing to the development of a target character in a given training scenario, by displaying the contribution points of each support character owned by the player on the selection screen.

[0308] In the third embodiment, the display means 60 displays each of the support characters owned by the player in order of highest contribution points on the selection screen.

[0309] This configuration allows the player to easily identify which support characters are contributing to the development of a target character in a given training scenario, as the selection screen displays the support characters owned by the player in order of highest contribution points.

[0310] Furthermore, in the third embodiment, support includes enabling the character to be trained to acquire skills associated with the support character, and the update means 58 increases the contribution points of the support character corresponding to the training scenario when the character to be trained acquires skills associated with the support character in a training scenario.

[0311] With this configuration, when a character being trained acquires a skill associated with a support character in a training scenario, the contribution points of that support character corresponding to that training scenario increase. Therefore, on the selection screen, it is easy to recognize the support character that contributed to the acquisition of the character being trained's skill in that training scenario.

[0312] In the third embodiment, the update means 58 increases the contribution points of the support character corresponding to the training scenario when the training target character acquires a skill associated with a support character in a training scenario and the skill is activated.

[0313] With this configuration, in a training scenario, when the training target character acquires a skill associated with a support character and that skill is activated, the contribution points of the support character corresponding to that training scenario increase. Therefore, on the selection screen, it is easy to recognize the support character that contributed to the activation of the training target character's skill in that training scenario.

[0314] Furthermore, in the third embodiment, the support includes enabling the character to be trained to acquire skills associated with the support character, and the update means 58 increases the contribution points of the support character corresponding to the training scenario when the character to be trained becomes able to acquire skills associated with the support character in a training scenario.

[0315] With this configuration, when a character being trained becomes eligible to acquire a skill associated with a support character in a training scenario, the contribution points of that support character corresponding to that training scenario increase. This makes it easy to identify the support character that contributed to making the skill available in a training scenario on the selection screen.

[0316] Furthermore, in the third embodiment, the support includes reducing the cost for the character being trained to acquire skills associated with the support character, and the update means 58 increases the contribution points of the support character corresponding to a training scenario when the cost for the character being trained to acquire skills associated with the support character is reduced in a training scenario.

[0317] With this configuration, if the cost for the target character to acquire skills associated with a support character decreases in a training scenario, the contribution points of that support character corresponding to that training scenario increase. Therefore, on the selection screen, it is easy to recognize the support character that contributed to the reduction in cost for the target character in that training scenario.

[0318] Furthermore, in the third embodiment, the support includes granting skill points, which are the cost for the character being trained to acquire skills, and the update means 58 increases the contribution points of the support character corresponding to a training scenario when the support character grants skill points to the character being trained in a training scenario.

[0319] With this configuration, when a support character grants skill points to a character being trained in a training scenario, the contribution points of that support character corresponding to that training scenario increase. This makes it easy to identify the support character that contributed to granting skill points in a training scenario on the selection screen.

[0320] Furthermore, in the third embodiment, support includes favorably changing the parameters of the character being trained, and the update means 58 increases the contribution points of the support character corresponding to a training scenario when the support character favorably changes the parameters of the character being trained in a training scenario.

[0321] With this configuration, if a support character improves the parameters of the character being trained in a given training scenario, the support character's contribution points corresponding to that training scenario will increase. This makes it easy to identify the support character that contributed to improving the parameters of the character being trained in a given training scenario on the selection screen.

[0322] Furthermore, in the third embodiment, the update means 58 increases the contribution points of each support character in the training group corresponding to a training scenario if the training evaluation of the target character in a training scenario is high.

[0323] With this configuration, if the training results of the target character in a training scenario are highly rated, the contribution points of each support character in the formation corresponding to that training scenario will increase. Therefore, on the selection screen, it is easy to recognize which support characters contributed to the training results of the target character in a training scenario.

[0324] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0325] For example, in the first embodiment, the execution means 56 was described as performing an event lottery when the training game or goal game was being executed, but the event lottery may also be performed before the training game or goal game is being executed (for example, at the start of a turn).

[0326] Furthermore, in the first embodiment, the execution means 56 described a case in which the target character is trained with the support of organized support characters, but the target character may also be trained with the support of support characters not organized by the player. For example, the player may not need to organize support characters (manual or automatic organization).

[0327] Specifically, the execution means 56 trains the target character with the support of some or all of the support characters owned by the player. For example, in each turn, the execution means 56 randomly selects a support character from among the support characters owned by the player to train the target character. Here, the execution means 56 may select support characters with high rarity, support characters with high total values ​​for each parameter, support characters with many acquired skills, etc., with a high probability. Next, the update means 58 updates the contribution points of the randomly selected support character. Then, the display means 60 displays images of support characters with high contribution points and support characters with low contribution points from among the support characters owned by the player on the training results screen.

[0328] Furthermore, for example, the execution means 56 may train the target character with the support of a support character not owned by the player. For example, in each turn, the execution means 56 randomly selects a support character to train the target character, regardless of whether the player owns it or not. For example, the execution means 56 may select a support character owned by the player with a high probability.

[0329] Furthermore, in the first embodiment, the execution means 56 was described as displaying the skill acquisition screen before the execution of the target game, but the skill acquisition screen may also be displayed before the start of the training game.

[0330] Furthermore, while the first embodiment described the case where the character to be trained and the support character were racehorse characters, they may also be athlete characters from various sports (baseball, soccer, etc.), idol characters, manga characters, etc.

[0331] Furthermore, in the first embodiment, the case in which the character to be trained is trained by support characters assembled in the training scenario was described, but the character may also be trained by support cards or support items to which one or more characters are associated. In other words, support characters may be support cards or support items. For example, the assembly means 54 may assemble a predetermined number (e.g., 6) or fewer support cards from among the support cards associated with the player.

[0332] Furthermore, while the first embodiment described the target game as a race, it may also be various sports games (e.g., soccer games, baseball games, basketball games, etc.), battle games (e.g., shooting games, battle royale games, fighting games), or tests (e.g., games where players compete for the highest total score). For example, the target game may be a game in which a team consisting of one training character and allied characters (training characters owned by NPCs or other players) competes against an enemy team. Examples of this enemy team include a team composed of NPCs (Non-Player Characters), a team composed of training characters owned by other players, or a team composed of NPCs (Non-Player Characters) and training characters owned by other players.

[0333] Furthermore, while the first embodiment and others described the case where the skills acquired by the character being trained are activated in the target game, they may also be activated in the training game or events.

[0334] Furthermore, skills acquired by the character being trained may be activated in response to selection instructions (operation instructions) from the player. Also, for example, in a training game or goal game, the execution means 56 may randomly display a certain number (for example, 3) of skills (skill cards) from among the skills acquired by the character being trained on the touch panel 32, and repeatedly execute a game (skill selection game) in which the player selects one skill over a predetermined number of times. Also, for example, if the goal game is an exam, each skill (skill card) may be associated with a score (points), and the score associated with the skill selected by the player may be used as the acquired score, and players may compete for ranking based on their total acquired score. Also, for example, the execution means 56 may increase the acquired score the higher a predetermined type of parameter (preferred parameter) associated with the character being trained is.

[0335] Furthermore, in the first embodiment, the turn information of the training scenario information 50E was described as including the maximum number of turns and game information for each training scenario, but it may also include different maximum number of turns and game information for each character being trained.

[0336] Furthermore, in the first embodiment, the update means 58 was described as increasing the support character's contribution points when the character being trained becomes able to acquire a skill associated with the support character. However, the support character's contribution points may also be increased when the cost (skill points) to acquire the skill is consumed and the skill is acquired.

[0337] Furthermore, in the first embodiment, the update means 58 was described as updating the contribution points of the support characters each time the target character is trained with the support of the assembled support characters in the training scenario, but it is not limited to this. For example, the update means 58 may update the contribution points of the support characters all at once at the end of the training scenario.

[0338] Furthermore, while the first embodiment mainly described the case where the update means 58 increases the contribution points, it may also decrease them. For example, the lower the contribution point value, the greater the contribution to the development of the character being trained. Furthermore, for example, the update means 58 may reduce contribution points if the support character has not contributed to the training of the training target character. Specifically, the update means 58 may reduce contribution points if the support character has not acquired or made available skills for the training target character, has not granted skill points, has not made favorable changes to parameters, etc.

[0339] Furthermore, in the first embodiment, the update means 58 was described as updating contribution points (numerical value), but the contribution indicator may also be updated based on the contribution of training by the support character. Examples of this contribution indicator include rank (for example, S rank or A rank) and grade.

[0340] Furthermore, for example, contribution points may represent the degree of contribution (the percentage of contribution). For example, in the first embodiment, the total value of contribution points corresponding to each support character used (formated) in the training scenario may be a fixed value (e.g., 100). Also, for example, in the second and third embodiments, the total value of contribution points corresponding to each support character owned by the player may be a fixed value (e.g., 100).

[0341] Furthermore, while the second and third embodiments described the case where the update means 58 updates the contribution points of a player's owned character, it may also update the contribution points of a rented support character. In other words, the contribution points included in the contribution point information may be managed in common among multiple players, and the contribution points may be updated by each player executing a training scenario.

[0342] For example, the update means 58 updates the contribution points of the support character corresponding to the rented support character when the status of a target character is changed or when the changed status is activated due to the support (event occurrence or parameter change rate) of the rented support character.

[0343] Furthermore, for example, in a training scenario, if the status of the character being trained is changed or the changed status is realized due to the support (event occurrence or parameter change rate) of the rented support character, the update means 58 updates the contribution points of the support character corresponding to that training scenario.

[0344] Furthermore, in the first embodiment, the display means 60 was described as displaying support characters that contributed to training on the training results screen. However, on the selection screen (owned support character selection screen or rental support character selection screen), support characters that contributed to training in past training scenarios may be displayed preferentially as recommended characters.

[0345] Furthermore, in the second and third embodiments, the display means 60 was described as displaying the contribution points of the assembled support characters and changes in the contribution points on the training results screen. However, it may also display the contribution level of the support characters, contribution indicators, and changes therein.

[0346] Furthermore, in the second and third embodiments, the display means 60 was described as displaying recommended characters and owned characters on the owned support character selection screen, but it may also display recommended characters and characters available for rental on the rental support character selection screen. Examples of recommended characters include support characters owned by other players who are friends with the player and have high contribution points (for example, the top 3). These contribution points may be, for example, contribution points managed in common among multiple players, or contribution points included in the contribution point information of each other player's player information 50A. [Explanation of Symbols]

[0347] 10…Server device 12…Terminal device 50...Memory means 52…Decision-making mechanism 54…Organizing means 56... Means of Execution 58...Update means 60...Display means

Claims

1. Computers, A decision-making mechanism that determines one training scenario from among several, based on instructions from the player. In the selection screen for selecting a support character to be used in the aforementioned determined training scenario, a display means for displaying the support character owned by the player, A means for forming a group of support characters, in accordance with instructions from the player, from among the support characters displayed on the selection screen, to be used in the first training scenario, up to a predetermined number. An execution means that executes a training scenario for training a target character with the support of the aforementioned organized support characters. Based on the fact that the target character has been trained with the support of the aforementioned support character, an update means updates the contribution points of the support character corresponding to the first training scenario, To make it function as, The display means, on the selection screen, prioritizes displaying support characters with high contribution points corresponding to a selected training scenario as recommended characters. program.

2. The display means displays the contribution points corresponding to the recommended character on the selection screen. The program according to claim 1.

3. The display means displays the contribution points of each support character owned by the player on the selection screen. The program according to claim 2.

4. The display means displays the support characters owned by the player in the selection screen in order of highest contribution points. The program according to claim 3.

5. The aforementioned support includes enabling the target character to acquire skills associated with the support character. The update means increases the contribution points of the support character corresponding to the training scenario when the training target character acquires a skill associated with the support character in the training scenario. The program according to claim 1.

6. The update means increases the contribution points of the support character corresponding to the first training scenario when the training target character acquires a skill associated with the support character in the first training scenario and the skill is activated. The program according to claim 5.

7. The aforementioned support includes enabling the character being trained to acquire skills associated with the support character. The update means increases the contribution points of the support character corresponding to the training scenario when the training target character becomes able to acquire a skill associated with the support character in the training scenario. The program according to claim 1.

8. The support includes reducing the cost for the target character to acquire skills associated with the support character. The update means increases the contribution points of the support character corresponding to the training scenario when the cost for the training target character to acquire the skills associated with the support character in the training scenario decreases. The program according to claim 1.

9. The aforementioned support includes granting skill points, which are the cost for the character being trained to acquire skills. The update means increases the contribution points of the support character corresponding to the training scenario when the support character grants skill points to the training target character in the training scenario. The program according to claim 1.

10. The aforementioned support includes, but is not limited to, modifying the parameters of the character being trained to a favorable degree. The update means increases the contribution points of the support character corresponding to the training scenario when the support character has favorably changed the parameters of the training target character in the training scenario. The program according to claim 1.

11. The update means increases the contribution points of each of the support characters in the training group corresponding to the training scenario if the training evaluation of the target character in the training scenario is high. The program according to claim 1.

12. A decision-making mechanism that determines one training scenario from among several training scenarios in response to instructions from the player, In the selection screen for selecting a support character to be used in the aforementioned determined training scenario, a display means for displaying the support character owned by the player is provided. A means for forming a predetermined number or fewer support characters to be used in the first training scenario, from among the support characters displayed on the selection screen, in accordance with the instructions from the player. An execution means for executing a training scenario in which a character to be trained is trained with the support of the aforementioned organized support characters, Based on the fact that the target character has been trained with the support of the aforementioned support character, an update means updates the contribution points of the support character corresponding to the first training scenario, Equipped with, The display means, on the selection screen, prioritizes displaying support characters with high contribution points corresponding to a selected training scenario as recommended characters. Information processing device.