PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD

The system addresses the issue of negative player experience in multiplayer racing games by using a matching and reward mechanism to ensure players can compete advantageously, enhancing engagement and maintaining interest through favorable gameplay.

JP7610744B1Active Publication Date: 2025-01-08CYGAMES INC

Patent Information

Application Number
JP2024024873
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-21
Publication Date
2025-01-08
Estimated Expiration
2044-02-21

AI Technical Summary

Technical Problem

In existing multiplayer racing games, players may experience a negative impression and decreased desire to play if they lose in the final round, leading to a negative gaming experience.

Method used

A system that includes a matching processing unit to determine opponents based on player parameters, a competition calculation unit for calculating game results, and a reward giving unit to provide rewards, ensuring players can proceed advantageously through multiple game sections, including updating parameters and offering better rewards in the final section.

Benefits of technology

This system enhances the gaming experience by preventing negative emotions and maintaining player interest by allowing players to compete advantageously, especially in the final round, thereby reducing the desire to quit playing.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

There are provided a program, an information processing device, an information processing system, and an information processing method that can prevent a player's motivation to play from decreasing. [Solution] A finale race is held in the last section of a competitive racing event, and a matching process is performed to determine an opponent based on a matching request. In the matching process for the finale race, an opponent is determined based on correction points associated with each player so that the player who requested the matching request can advance in the finale race (competition) with an advantage.
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Description

[Technical field]

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

[0002] Conventionally, games in which multiple players are matched to compete against each other have been known, for example, a game that provides a specific multiplayer racing game for a limited time (see Patent Document 1). In the game of Patent Document 1, the specific racing game includes a round 1 racing game, a round 2 racing game that starts after the end of round 1, and a final round racing game that starts after the end of round 2, and when the final round ends, provision of the specific racing game ends. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7126578 Summary of the Invention [Problem to be solved by the invention]

[0004] In the game of Patent Document 1, if a player loses in the final round, the player's impression of the particular racing game may be negatively affected, and the player may lose motivation to play.

[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide a program, an information processing device, an information processing system, and an information processing method that can prevent a player's motivation to play from decreasing. [Means for solving the problem]

[0006] (1) The present invention relates to a program that causes a computer to function as a matching processing unit that performs a matching process for determining opponents for a competitive game in which multiple players can participate, based on a matching request, during the last section of multiple sections during a specified period of time; a competition calculation unit that performs calculations related to the competitive game based on the results of the matching process; and a reward granting unit that grants rewards based on the results of the calculation, wherein a player that has made the matching request is designated as a matching requesting player, and the matching processing unit determines an opponent in the matching process based on a first parameter linked to identification information of each player so that the matching requesting player can advance in the competitive game with an advantage.

[0007] (2) In the program of the present invention, a computer may be caused to function as a first parameter update unit that updates the first parameter, and the matching processing unit may perform the matching process based on the matching request even in a specified section prior to the last section among multiple sections during the specified period, the battle calculation unit may perform the calculation based on a result of the matching process even in the specified section, and when the calculation is performed in the specified section, the first parameter update unit may update the first parameter linked to the identification information of the matching requesting player based on the result of the calculation.

[0008] (3) In the program of the present invention, when the calculation is performed in the specified section and the first parameter of the matching requesting player is updated to satisfy a change condition, the computer may be made to function as a rank setting unit that changes the rank linked to the identification information of the matching requesting player.

[0009] (4) In the program of the present invention, the reward granting unit may grant a better reward in the final interval than a reward granted based on the result of the calculation in the specified interval.

[0010] (5) In the program of the present invention, a plurality of types of fighting games may be provided as the fighting games selectable by the player in the final section, and the fighting calculation unit may be configured to accept a fighting request from the same player's identification information only once in the final section, thereby enabling the player to participate in any one of the plurality of types of fighting games only once.

[0011] (6) In the program of the present invention, the computer may be caused to function as a display control unit that performs display control in the final section to guide the player to the fighting game selected by the player from among the multiple types of fighting games that is optimal for the player.

[0012] (7) The present invention relates to an information processing device that includes a matching processing unit that performs a matching process to determine opponents for a competitive game in which multiple players can participate, based on a matching request, during the last section of multiple sections during a specified period of time; a competition calculation unit that performs calculations related to the competitive game based on the result of the matching process; and a reward granting unit that grants rewards based on the result of the calculation, wherein a player that has made the matching request is designated as a matching requesting player, and the matching processing unit determines an opponent in the matching process based on a first parameter linked to identification information of each player so that the matching requesting player can progress in the competitive game with an advantage.

[0013] (8) The present invention relates to an information processing system including a matching processing unit that performs a matching process for determining opponents for a competitive game in which multiple players can participate, based on a matching request, during the last section of multiple sections during a specified period of time; a competition calculation unit that performs calculations related to the competitive game based on the result of the matching process; and a reward granting unit that grants a reward based on the result of the calculation, wherein a player that has made the matching request is designated as a matching requesting player, and the matching processing unit determines an opponent in the matching process based on a first parameter linked to identification information of each player so that the matching requesting player can progress in the competitive game with an advantage.

[0014] (9) The present invention relates to an information processing method that causes a computer to execute a matching processing step for performing a matching process to determine opponents for a competitive game in which multiple players can participate, based on a matching request, during the last section of multiple sections during a specified period of time; a competition calculation step for performing a calculation related to the competitive game based on a result of the matching processing; and a reward granting step for granting a reward based on the result of the calculation, wherein a player that has made the matching request is designated as a matching requesting player, and in the matching processing step, an opponent is determined based on a first parameter linked to identification information of each player in the matching process so that the matching requesting player can advance in the competitive game with an advantage.

[0015] In the above-mentioned program, information processing device, information processing system, and information processing method of the present invention, a matching process is performed in the last section of a predetermined period to determine an opponent for a competitive game, and in the matching process, an opponent is determined based on a first parameter linked to the identification information of each player so that the matching requesting player can advance in the competitive game advantageously. As a result, in the present invention, since it is possible to easily advance in the competitive game advantageously in the last section of the predetermined period, it is possible to end the predetermined period without causing negative feelings, and it is possible to prevent a decrease in the player's motivation to play. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a diagram showing an overall configuration of an information processing system. [Diagram 2] A functional block diagram of a server related to a training function and a battle function among the functions realized by the information processing system. [Diagram 3] 11 is a functional block diagram of a player terminal related to a training function and a battle function among the functions realized by the information processing system. FIG. [Figure 4] FIG. 2 is a diagram showing an outline of a competitive race event. [Diagram 5] FIG. 13 is a diagram showing the progress flow of a head-to-head race event and a challenge event. [Figure 6] FIG. 1 is a diagram showing the progress flow of a regular race and a finale race. [Figure 7] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 8] FIG. 13 is a diagram showing an example of a matching result display screen displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of a race character status confirmation screen displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a race playback confirmation dialogue displayed on a player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a race result notification screen displayed on a player terminal. [Figure 12] FIG. 13 is a diagram showing an example of a regular race reward award screen displayed on a player terminal. [Figure 13] FIG. 13 is a diagram showing an example of a class point update effect executed on a player terminal. [Figure 14] FIG. 13 is a diagram showing an example of a highest achieved class update notification screen displayed on a player terminal. [Figure 15] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 16] FIG. 13 is a diagram showing an example of a challenge point update effect executed on a player terminal. [Figure 17] FIG. 13 is a diagram showing an example of a challenge event reward granting effect executed on a player terminal. [Figure 18] FIG. 13 is a diagram showing an example of a reward list screen displayed on a player terminal. [Figure 19] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 20] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 21] FIG. 13 is a diagram showing an example of an event top screen displayed on a player terminal. [Figure 22] FIG. 13 is a diagram showing an example of a race selection confirmation dialogue displayed on a player terminal. [Figure 23] FIG. 13 is a diagram showing an example of a support formation screen displayed on a player terminal. [Figure 24] FIG. 13 is a diagram showing an example of a support formation screen displayed on a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0018] 1. Information Processing System Configuration 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and a player terminal 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server type communication system is constructed.

[0019] The server 20 includes a CPU 21 (control unit), a ROM 22, a RAM 23, a communication unit 24, and a storage device 25.

[0020] The CPU 21 reads out programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the main memory and work area of ​​the CPU 21. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, HDD, or SDD, and stores programs related to the game, identification information such as the ID of the player using the player terminal 40, and various other information for each player required for the game.

[0021] The player terminal 40 is a device for playing the game according to this embodiment, and is, for example, a smartphone, a tablet, a personal computer, a portable game device, a stationary game device installed in a store or at home, etc. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, a storage device 47, and a speaker 48.

[0022] The CPU / GPU 41 reads out the programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores the programs required to operate the player terminal 40. A flash memory (NVRAM) may be used instead of the ROM 42. The RAM 43 is used as a temporary storage area such as the main memory and work area of ​​the CPU / GPU 41. The communication unit 44 is composed of a communication module and a communication interface, and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and corresponds to a touch panel, a keyboard, a mouse, a game controller, a microphone, etc. If the display unit 46 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or an organic EL display that displays various information such as game images provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, HDD, or SDD, and mainly stores programs related to the game, various data related to the game, etc. The speaker 48 is a device that outputs background music and various sounds of the game provided by the information processing system 10 of this embodiment.

[0023] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing the program. The CPU / GPU 41 may also read a program stored in a recording medium removable from the player terminal 40 and execute the program. The program may be supplied to the player terminal 40 in the form of a computer-readable recording medium such as a CD-ROM on which the program is recorded, or a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.

[0024] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a character (one example of a game medium) based on a racehorse motif is raised and the raised character is made to run in a race and compete against other characters. In particular, the information processing system 10 of this embodiment has a raising function for raising a character and a competition function for competing in a race against other characters, and the following describes a case in which these functions are realized mainly by the player terminal 40. However, the functions described above may be realized mainly by the server 20, or may be realized by sharing between the server 20 and the player terminal 40. Other examples of the game medium may be electronic data used in the game, such as weapons, equipment, items, and cards.

[0025] Furthermore, the information processing system 10 of this embodiment can provide a competition race event held for a limited time as a competition function. The competition race event is a competition function that allows a player's trained character to compete against other players' trained characters in races in five distance categories: short distance, mile, medium distance, long distance, and dirt. The competition race event also includes regular races (a competition game, an example of the first stage) and a finale race (an example of the second stage), with the finale race being held at the end of the event period.

[0026] FIG. 2 is a functional block diagram showing the main functions of the server 20.

[0027] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.

[0028] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a training target list, and the like are stored in the player management database 51 in association with a player ID (an example of player identification information) assigned to each player.

[0029] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, guts, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, performance in races run during training).

[0030] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has ended and whose status has been determined.

[0031] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.

[0032] First, the "character individual ID" is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.

[0033] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID given to identify the type of character to be trained.

[0034] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.

[0035] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. Also, in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.

[0036] The item list includes data on items, strengthening points, race points (RP), and in-game currency owned by the player. In this embodiment, for example, the contents and amount of items owned, the amount of strengthening points owned, the amount of race points (RP), the amount of in-game currency owned, and the like are stored in the player management database 51 as an item list.

[0037] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.

[0038] Further, the strengthening points are used, for example, to strengthen support items which are items that support the development of a character, and the more the support items are strengthened, the more advantageous the development environment becomes for the character.

[0039] Data stored in the player management database 51 includes a friend list. In this embodiment, other players can be registered as friends, and characters and support items can be rented and used from the other players registered as friends in the training function. To register a friend, the player ID of another player is input on the friend registration screen displayed on the display unit 46 of the player terminal 40. If a player corresponding to the player ID exists and the player can be registered as a friend, the player ID of the other player to be registered is added to the friend list by tapping a registration button provided on the friend registration screen. There is an upper limit (e.g., 50) on the number of friend registrations for each player, and there is also an upper limit (e.g., 100) on the number of friends registered for each player. Therefore, if neither limit has been reached, a new friend can be registered.

[0040] The server data storage unit 50 also includes a match management database 52, and data related to the match race event is stored in the match management database 52. For example, data related to the match race event schedule and the races held, a class point update setting table, a class point correction setting table, a challenge point update setting table, a reward setting table, a matching ID for identifying a race, a player ID of a player participating in the match race event, a character individual ID of a trained character registered by a player to run in the match race event, a player's track record in the match race event (number of races, finishing order, etc.), the player's class, the player's highest class achieved, the player's class points, the player's correction points, the player's challenge points, and the like are stored.

[0041] The class (one example of a rank) is a parameter that is an index of the excellence of the player's race results, and is information that is an index of the candidates for opponents in regular races, and is set individually for each of the five distance categories (short distance, mile, middle distance, long distance, and dirt). If the class points satisfy the promotion condition, the player is promoted, and if the class points satisfy the demotion condition, the player is demoted. In this embodiment, there are ten classes from class 1 to class 10, and if the highest reached class is updated, the highest class reward can be obtained. Also, the class is demoted only in class 8 to class 10, and not in class 1 to class 7. It is also possible to demote in class 1 to class 7. The class is displayed on the player terminal 40.

[0042] Class points (an example of a first parameter) are parameters for setting the class of a player, and are set individually for each of the five distance categories. In this embodiment, class points increase or decrease depending on the race results each time a regular race is run. The player whose class points are updated is the player who requested to run in the regular race. In other words, even if a trained character who has registered to run is selected as an opponent and runs in a regular race, the class points of the player who owns that character do not change. The class points to be updated are the class points of the distance category in which the race was run. The class points are displayed on the player terminal 40.

[0043] The class points are updated by referring to the class point update setting table. In the class point update setting table, the update amount (increase / decrease amount) of the class points is set so that the class points are increased when the ranking of one regular race is within a predetermined ranking (for example, 6th place) and the class points are decreased when the ranking of one regular race is lower than the predetermined ranking (for example, 6th place). In the class point update setting table, the update amount may be varied according to the ranking, or the update amount may be constant regardless of the ranking. For example, the increase amount of the class points may be different or the same for the first place and the sixth place. In the class point update setting table, the update amount may be varied according to the class points or correction points of the opponent, or the update amount may be constant regardless of the class points or correction points of the opponent. For example, if a racer arrives first against an opponent with a higher class point or correction point value than the racer, the racer may be able to acquire additional class points, or may not be able to acquire additional class points even if the racer arrives first.

[0044] The update amount of the class points calculated by referring to the class point update setting table is corrected based on the correction point, and the class points are updated by the corrected update amount.

[0045] The correction point (one example of the first parameter) is a parameter that is an index of the excellence of the player's match results, and is set individually for each of the five distance categories. In this embodiment, the correction point increases or decreases according to the race results each time a regular race is run. The players who are the targets of the correction point update are the player who requested to run in the regular race and the player who became the opponent. In other words, even if a trained character who has registered to run is selected as an opponent and runs in a regular race, the correction point of the player who owns the character changes. The correction point to be updated is the correction point of the distance category in which the race was run. The correction point is not displayed on the player terminal 40. In this way, the player cannot check the correction point, but the player can grasp the excellence of the match results by the class.

[0046] The correction point is used to correct the update amount of the player's class points, and the update amount of the class points is corrected based on the correction point by referring to a class point correction setting table. In the class point correction setting table, the update amount of the class points is set so that the value of the class points approaches the value of the correction point.

[0047] The correction points are also information that serves as an index regarding potential opponents in the finale race, and in the finale race, other players with correction points lower than the player's own correction points are determined as opponents.

[0048] The challenge points (an example of a second parameter) are parameters for acquiring a challenge event reward, and when the challenge points satisfy the reward acquisition condition, the challenge event reward can be acquired. In this embodiment, the challenge event is held for a limited time during the period in which the regular race is held, and challenge points are accumulated by participating in the regular race while the challenge event is being held. In other words, if you participate in a regular race during the challenge event, you will also participate in the challenge event, and you can earn more rewards. In addition, the challenge points are commonly applied to the five types of distance categories, and the same challenge points are updated regardless of which distance category of regular race you participate in.

[0049] The challenge points are updated by referring to a challenge point update setting table, which is set so that the higher the class of the regular race entered, the more challenge points are acquired, and the better the race result, the more challenge points are acquired.

[0050] In the challenge event, a challenge event reward is set for each class, and when the highest reached class is updated, the rewards that the player can obtain are released. In the challenge event, by accumulating challenge points, the player can obtain the already-released rewards in order, starting from the reward for class 1. In other words, the player cannot obtain rewards that have not been released (for classes that have not been reached).

[0051] Furthermore, the class, class points, correction points, and challenge points are linked to the player ID, but are not linked to the character individual ID.

[0052] The game calculation unit 60 performs a calculation required for the progress of the game in response to a request from the player terminal 40, and performs a process of transmitting the calculation result to the player terminal 40, and a process of transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 40, and is mainly realized by the CPU 21 and the communication unit 24. For example, when a request for a training instruction is received from the player terminal 40 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the running simulation to the player terminal 40. Also, for example, when a request for participation in a race is received in the battle function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a trained character organized by the player and a trained character organized by the opponent, and transmits the result of the running simulation to the player terminal 40.

[0053] The game calculation unit 60 includes a matching processing unit 61. The matching processing unit 61 performs a matching process to determine an opponent for a player who has completed character registration in a battle race event. In the information processing system 10 of this embodiment, a player who participates in a regular race or a finale race can input a matching request (matching input) at the player terminal 40, and when a matching input is made at the player terminal 40, a matching request is transmitted from the player terminal 40 to the server 20. In response to a matching request from the player terminal 40, the matching processing unit 61 creates a player list that extracts other players who are candidates for opponents, and randomly extracts other players (for example, 11 players) for one race from the player list. In this embodiment, there are normal matching and special matching for opponent matching, and in a regular race, the matching processing unit 61 determines an opponent by normal matching, and in normal matching, creates a player list that extracts 100 players by sorting other players of the same class as the player who requested the matching request in order of login, and extracts 11 players. The matching processing unit 61 also creates a new match record in the match management database 52. This match record records the match history (opponent, participating characters, finishing order, time, etc.) for one regular race. If an opponent cannot be found, the matching processing unit 61 extracts another player who will be an opponent from a class above or below the player who made the matching request. A non-player character (hereinafter, sometimes abbreviated as NPC as necessary) may also be assigned as an opponent.

[0054] In the finale race, the matching processing unit 61 determines some (e.g., 4 players) of the 11 other players who will be opponents through normal matching, and determines the remaining opponents (e.g., 7 players) through special matching, and in the special matching, sorts other players associated with a lower correction point than that of the player who made the matching request (an example of a matching request player) in order of login to create a player list of 100 players, and extracts the 7 players. The matching processing unit 61 also creates a new battle record for the finale race.

[0055] The game calculation unit 60 includes a simulation processing unit 62 (an example of a battle calculation unit). The simulation processing unit 62 performs a running simulation (an example of a battle game calculation) of a race for a regular race or a finale race of a battle race event, for a total of 12 characters registered for the race by the player who has made the request for entry (battle request) and 11 opponent players. In the race running simulation, race conditions described later are applied, and calculations are performed on the race development, running speed, stamina consumption, skill activation lottery, skill activation condition judgment, finishing order, time, and the like, based on the status of each character (speed, stamina, power, tenacity, intelligence, course suitability, distance suitability, running style, and possessed skills). The results of the race running simulation performed in the regular race or the finale race of the battle race event are recorded in a battle record created in the battle management database 52. In this way, the simulation processing unit 62 performs a race running simulation for the regular race or the finale race, based on the results of the matching process.

[0056] Furthermore, when performing a running simulation of a regular race or a finale race of a competitive race event, the simulation processing unit 62 performs a gate lottery to assign race numbers to a total of 12 characters registered to run by the player who made the matching request and the 11 opponent players. In the gate lottery, a race number from "1" to "12" is assigned to each character so that they do not overlap with each other. In this embodiment, a running simulation of a race is performed in which the 12 characters line up in order of their race numbers from the inside of the course used in the race and start the race. Here, the characters registered to run by the opponent player are characters registered to run when the opponent player previously ran in a regular race or a finale race of the distance category to be run.

[0057] The simulation processing unit 62 also determines the race conditions when performing a race running simulation for a regular race or a finale race of a competitive racing event. In this embodiment, the race conditions are determined to be weather (four types: sunny, cloudy, rainy, and snowy) and course conditions (four types: good, slightly heavy, heavy, and poor). When a request for use of an item that changes the race conditions such as the weather or course conditions is received, the simulation processing unit 62 determines the race conditions by referring to the used item, and when no request for use of an item is received, the race conditions are determined by a condition lottery.

[0058] In the information processing system 10 of this embodiment, the server 20 transmits various processing result information such as the matching result performed by the matching processing unit 61, the race numbers of the 12 characters, the race conditions, and the result of the race running simulation performed by the simulation processing unit 62 to the player terminal 40. Also, in the information processing system 10 of this embodiment, the player terminal 40 enables the player to watch the state of the race on the display unit 46 based on the various processing result information received from the server 20.

[0059] The game calculation unit 60 includes a correction point update unit 64 (an example of a first parameter update unit). When a match is made for a regular race in a race match event, the correction point update unit 64 performs a correction point update process in which the correction point update amount (increase or decrease amount) corresponding to the race result (ranking) is calculated by referring to the class point update setting table stored in the match management database 52, and the correction point is updated. In the correction point update process, the correction points of all players who participated in this race are updated. Specifically, based on the race result (ranking) of each character registered to run by each player, the correction point update amount of each player who participated is calculated, and the correction point of each player is updated. Therefore, the correction point is updated whether the player runs in a regular race in search of an opponent or is selected as an opponent and runs in a regular race. Information regarding the correction point is not transmitted to the player terminal 40.

[0060] In addition, when the reset date and time occurs during the regular race period, the correction point update unit 64 resets the correction point values ​​of distance categories that have reached class 7 or higher to the lower limit value of class 7 (class initial value), and maintains the current correction point values ​​for distance categories that have not reached class 7.

[0061] The game calculation unit 60 includes a class point update unit 65 (an example of a first parameter update unit). When a match is made for a regular race of a race match event, the class point update unit 65 performs a class point update process for updating the class points of the player who has made the request to enter the race. In the class point update process, an update amount calculation process, a correction process, and an update process are performed. In the update amount calculation process, a class point update setting table stored in the match management database 52 is referenced to calculate an update amount (increase or decrease) of class points corresponding to the race result (ranking: an example of a match game result) of the character registered to enter the race by the player who has made the request to enter the race. In the correction process, a class point correction setting table stored in the match management database 52 is referenced to correct the update amount (increase or decrease) of class points based on the correction point. In the update process, the class points are updated by reflecting the update amount of class points in the current class points. The class point update unit 65 transmits information on class points to the player terminal 40.

[0062] In addition, when the reset date and time occurs during the regular race period, the class point update unit 65 resets the class point values ​​of distance categories that have reached class 7 or higher to the lower limit value of class 7 (class initial value), and maintains the current class point values ​​for distance categories that have not reached class 7.

[0063] The game calculation unit 60 includes a challenge point update unit 66 (an example of a second parameter update unit). When a competition is held for a regular race during the period in which a challenge event is held, the challenge point update unit 66 performs a challenge point update process in which the challenge point update setting table stored in the competition management database 52 is referenced to calculate an update amount (increase) of the challenge points corresponding to the class and the race result (ranking), and the challenge points are updated. In the challenge point update process, the challenge points of the player who has requested the entry request are updated. The challenge point update unit 66 transmits information related to the challenge points to the player terminal 40.

[0064] Furthermore, the challenge point update unit 66 resets the challenge points to an initial value (for example, 0) when the reset date and time comes during the period in which a regular race is held.

[0065] The game calculation unit 60 includes a class setting unit 67 (an example of a rank setting unit). The class setting unit 67 promotes the class when the class points meet the promotion condition (an example of a change condition) after the regular race of the race competition event is competed and the class points are updated, and demotes the class when the class points meet the demotion condition (an example of a change condition). However, the class setting unit 67 maintains the class without demoting it even if the demotion condition is met in Class 1 to Class 7. In addition, the class is set for each of five types of distance categories, and is changed within a range of 10 levels from Class 1 to Class 10 for each distance category. The highest reached class, which is the highest reached class in all distance categories of each player, the highest class, which is the highest reached class for each distance category, and the current class are managed in the competition management database 52 by being linked to the player ID. In addition, the class is changed only when the class points are updated based on the race results (ranking) of the regular race. In addition, when the class is promoted, the class setting unit 67 updates the highest reached class if the promoted class exceeds the highest reached class stored in the competition management database 52. Moreover, the class setting unit 67 transmits information regarding the highest achieved class to the player terminal 40 .

[0066] Furthermore, when the reset date and time arrives during the period of a regular race, the class setting unit 67 resets the class of any distance category that has reached class 7 or higher to class 7, and maintains the current class for any distance category that has not reached class 7, and also resets the highest reached class to class 7 if the highest reached class is class 7 or higher, and maintains the highest reached class if the highest reached class is less than class 6.

[0067] The game calculation unit 60 includes a reward granting unit 63. When a match is made for a regular race of a race match event, the reward granting unit 63 grants a regular race reward (an example of a first reward) to the player ID (player) of the requester of the entry request. Here, granting a reward to the player ID means granting a reward to the player of the player terminal 40 linked to the player ID by registering the reward in an item list linked to the player ID, and the same applies in the following description. When a match is made for a finale race, the reward granting unit 63 grants a finale race reward to the player ID of the requester of the entry request according to the race result (ranking) of the character registered to run by the player and the highest class in the distance category of the race in which the player has run. The contents of the regular race reward and the finale race reward are determined by referring to the reward setting table stored in the match management database 52. When the highest reached class is updated during the period in which the regular race is held, the reward granting unit 63 grants the highest class reward to the player ID by referring to the reward setting table. The reward giving unit 63 also transmits information regarding the regular race reward, the finale race reward, and the best class reward to the player terminal 40.

[0068] Furthermore, when the challenge points satisfy the reward acquisition condition during the challenge event period, the reward granting unit 63 refers to the reward setting table and grants a challenge event reward (an example of a second reward) to the player ID. In this embodiment, a challenge event reward is set for each class, and the reward granting unit 63 allows (releases) the granting of the challenge event reward for each class based on the highest reached class (an example of a class), and updates the accumulation upper limit value (an example of an upper limit value) of the challenge points. Specifically, when a class is promoted, if the highest reached class is updated by comparing the promoted class with the current highest reached class, the reward granting unit 63 allows the granting of the challenge event reward for the updated class, and updates the accumulation upper limit value of the challenge points. Then, the reward granting unit 63 grants the challenge event reward for the classes permitted to be granted in order from class 1, each time a predetermined amount (for example, 100: an example of a predetermined value) of challenge points is accumulated from the initial value (for example, 0). For example, in the case where a challenge event reward is granted every time 100 challenge points are accumulated, when the highest achieved class is updated from class 7 to class 8, the granting of a challenge event reward of class 8 is permitted, and the upper limit of accumulated challenge points is increased from 700 to 800. Furthermore, the reward granting unit 63 transmits information regarding the challenge event reward, permission to grant the challenge event reward, and the upper limit of accumulated challenge points to the player terminal 40.

[0069] Furthermore, when the reset date and time comes during the period in which a regular race is held, the reward granting unit 63 resets the acquisition status of the challenge event reward, making it possible to acquire all the challenge event rewards again.

[0070] The game calculation unit 60 includes a time management unit (clock). The game calculation unit 60 manages the start and end of the competition race event, the regular race, the challenge event, and the finale race based on the time management unit (clock).

[0071] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.

[0072] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment realizes a training function, a battle function, and the like, in cooperation with a terminal data storage unit 70 and a game execution unit 80.

[0073] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the ROM 42, the RAM 43, and the storage device 47.

[0074] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, and a friend list corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, the development target list, the item list, and the friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the development target list, the item list, or the friend list in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized. Data linked to a player ID, such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when an application is started.

[0075] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters selectable as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, and the like are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.

[0076] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the movements of characters and the performance of skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.

[0077] The terminal data storage unit 70 also includes an event data storage unit 74, which stores various data for controlling the competition race event. In this embodiment, the event data storage unit 74 stores data on the competition race event schedule and the races held, data on the highest class for each distance category linked to the player ID and the current class and highest achieved class, management data for class points linked to the player ID, management data for challenge points linked to the player ID, data for managing the acquisition status of the highest class reward, data for managing the acquisition status of the challenge event reward, data for generating images related to the display screen and dialogue, and the like.

[0078] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the CPU / GPU 41 and the communication unit 44. In this embodiment, the game execution unit 80 includes a training function providing unit 81 and a battle function providing unit 82.

[0079] The training function providing unit 81 performs processing to provide a training function for training a character. In this embodiment, it accepts input related to character training and performs operations such as displaying the results of calculations performed in response to the input.

[0080] In this embodiment, when training a character in the training function, it is required to select an action that is subject to turn consumption for each turn. Actions that are subject to turn consumption include training, participating in a race, going out, and going to the infirmary. The training function providing unit 81 accepts the selection of an action that is subject to turn consumption via a training home screen displayed on the display unit 46, and requests the server 20 to calculate the result of the selected action. The server 20 that receives the request calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 46 to display a display screen corresponding to the calculation result received from the server 20.

[0081] In this embodiment, a training goal is set according to the type of character to be trained, and there may be a required action that is forced to be selected in a specific turn in the training goal. For example, the training goal may be to enter a specific race, or to achieve a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.

[0082] The battle function providing unit 82 performs processing to provide a battle function that allows a player's trained character to race against other players' trained characters or non-player characters (NPCs). In this embodiment, the battle function includes a permanent battle function and an event battle function.

[0083] The permanent battle function is a battle function that can be used without time restrictions, and there are three types of races that players can use: team arena, daily races, and daily legend races.

[0084] The team arena is a permanent battle function in which players select three characters from their own training pool for each of the five distance categories (sprint, mile, middle, long, and dirt) to form five teams, and compete against other players' teams in five races related to each distance category. The team with the character that comes first in each distance category wins, and a player who wins three of the five races will defeat their opponent. In the team arena, arena points are awarded in each race according to the character's behavior and finishing order, and the player's ranking is determined by the total arena points in the five races, and rewards are awarded according to the ranking.

[0085] Daily races are available in mile or medium distance categories with different rewards and difficulty levels, and are a permanent battle function in which the player selects one of the characters they have trained and races against non-player characters (NPCs). In daily races, players can earn rewards based on the finishing position of their trained characters in races.

[0086] The Daily Legend Race is a permanent battle function that allows players to acquire character pieces as rewards depending on the results of the race. Character pieces are items that allow players to release unreleased characters for training or increase the rarity of released characters by consuming a certain number of character pieces. In the Daily Legend Race, race conditions are set for each character, and the player selects the character for which he or she wishes to acquire character pieces, selects one of the characters he or she has trained, and enters the selected trained character in the race. In the Daily Legend Race, if the trained character he or she has entered wins first place in the race, the player can acquire character pieces for the character that corresponds to the race he or she entered.

[0087] In the permanent battle functions of the team stadium, daily race, and daily legend race, when the player decides to participate in the race, the battle function providing unit 82 transmits a battle result request to the server 20. In the server 20 that receives the battle result request from the player terminal 40, a running simulation of the race is executed, and the battle function providing unit 82 acquires the results of the running simulation from the server 20. In the player terminal 40 that receives the results of the running simulation from the server 20, the battle function providing unit 82 generates an image related to the spectating performance of the race based on the results of the running simulation based on various data stored in the race control data storage unit 73, and displays the generated image related to the spectating performance on the display unit 44, so that the player can watch the pattern of the race.

[0088] The event battle function is a battle function that is available for a limited time, and a battle race event exists. In the battle race event, a regular race and a finale race are held, and a challenge event is provided as an event for the regular race. The battle function providing unit 82 includes a regular race control unit 83, a challenge event control unit 84, a finale race control unit 85, and a time management unit (clock) as control units that carry out the game progress related to the battle race event. The battle function providing unit 82 manages the start and end of the battle race event, regular race, challenge event, and finale race based on the time management unit (clock).

[0089] The regular race control unit 83 controls the progress of regular races in which the player can participate at any time in five distance categories and competes against other players of the same class. More specifically, the regular race control unit 83 performs a process of accepting an input for selecting a race to compete in from among the regular races of the five distance categories. The regular race control unit 83 also performs a process of accepting an input for selecting one of the trained characters owned by the player to compete in the regular race. The regular race control unit 83 also performs a process of transmitting a matching request to the server 20. When the regular race control unit 83 receives a matching result of an opponent in response to the matching request from the server 20, it accepts an entry decision input for deciding to compete in the race, and performs a process of transmitting a request for competition (a competition request) to the server 20 based on the entry decision input. When the player terminal 40 receives a running simulation result of the race in response to the entry request from the server 20, the regular race control unit 83 executes a watching performance that allows the player to watch the state of the race on the display unit 46. Furthermore, when the player terminal 40 receives information accompanying the race results (such as the amount of class points acquired, the class status, the status of the highest reached class, the acquired regular race reward, and the acquired top class reward) from the server 20, the regular race control unit 83 performs processing to store the information in the event data storage unit 74. Furthermore, when the regular race viewing performance ends, the regular race control unit 83 performs control to display the race results and information accompanying the race results (some or all of the amount of class points acquired, the class status, the status of the highest reached class, the acquired regular race reward, and the acquired top class reward) on the display unit 46.

[0090] The challenge event control unit 84 controls the progress of the challenge event, which is an event held for a limited time during the period of the regular race, and in which an additional reward (challenge event reward) can be acquired in addition to the regular race reward by participating in the regular race. Specifically, when the player terminal 40 receives information about the challenge event (the amount of acquired challenge points, the acquired content of the challenge event reward, the release status of the challenge event reward, the accumulated upper limit value of the challenge points, etc.) from the server 20 as information accompanying the race result, the challenge event control unit 84 performs a process of storing the information in the event data storage unit 74. In addition, when the regular race viewing performance ends, the challenge event control unit 84 controls the display unit 46 to display information about the challenge event (a part or all of the amount of acquired challenge points, the acquired content of the challenge event reward, the release status of the challenge event reward, the accumulated upper limit value of the challenge points, etc.).

[0091] The finale race control unit 85 (an example of a display control unit) controls the progress of the finale race in which the player can participate only once for each of the five distance categories. More specifically, the finale race control unit 85 performs a process of accepting an input for selecting a race to participate in from among the finale races of the five distance categories. The finale race control unit 85 also performs a process of accepting an input for selecting one of the trained characters owned by the player to participate in the finale race. The finale race control unit 85 also performs a process of transmitting a matching request to the server 20. When the finale race control unit 85 receives a matching result of an opponent in response to the matching request from the server 20, it also performs a process of accepting an entry decision input for deciding to participate in the race, and transmitting a request to the server 20 based on the entry decision input being made. When the player terminal 40 receives a running simulation result of the race in response to the entry request from the server 20, the finale race control unit 85 executes a watching performance that allows the player to watch the state of the race on the display unit 46. Furthermore, when the player terminal 40 receives information accompanying the race results (such as the details of the finale race rewards obtained) from the server 20, the finale race control unit 85 performs processing to store the information in the event data storage unit 74. Furthermore, when the viewing performance of the finale race ends, the finale race control unit 85 performs control to display the race results and information accompanying the race results (such as the details of the finale race rewards obtained) on the display unit 46.

[0092] The finale race control unit 85 also performs display control to guide the player to the finale race of the most suitable distance category for the finale race selected by the player from among the finale races of five distance categories (one example of a plurality of types of competitive games). The finale race control unit 85 also performs processing to invalidate the input for selecting the race to enter from among the finale races of the five distance categories once a player has run (participated) in a finale race once.

[0093] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone. The specific control process is realized by the main functions of the server 20 and the player terminal 40 described above. However, it may be realized mainly by the functions of the server 20, or may be realized by sharing the functions of the server 20 and the player terminal 40.

[0094] The game program of this embodiment is configured to provide multiple types of game functions, and the battle function, which is one of the main game functions, allows multiple characters to compete in a race. In this battle function, the characters are not operated during the race, and the results of a running simulation of the race performed based on the status of each character participating in the race can be viewed through the player terminal 40. In the information processing system 10 to which the game program of this embodiment is applied, opponents are matched in the server 20 in response to a request from the player terminal 40, and a battle race event in which characters registered to compete from each player terminal 40 compete in a race is provided for a limited time as an event battle function.

[0095] FIG. 4 is a diagram showing an outline of the implementation of a competition race event. In this embodiment, a competition race event is described taking as an example a case where the competition race event starts on Monday and continues for four weeks (an example of a predetermined period). As shown in FIG. 4, the competition race event is divided into a period during which regular races are held (an example of a predetermined section) and a period during which a finale race is held (an example of the last section). During the period during which regular races are held, regular races of five types of distance categories (short distance, mile, middle distance, long distance, and dirt) are held permanently, and players can participate in any race any number of times at any time by consuming race points (RP). During the period during which finale races are held, finale races of five types of distance categories are held, and players can participate in the race only once. During the period during which regular races are held, finale races are not held, and regular races are not held during the period during which finale races are held. When the period during which regular races are held ends, the period during which finale races are held begins. In addition, the competition race event is set to one unit (one season) of four weeks, and the regular race and the finale race are held within one unit, and the finale race can only be entered once at the end of one competition race event. When participating in a regular race, a regular race reward can be earned, and class points increase or decrease depending on the race result (ranking), and the class is promoted or demoted depending on the class points. In this embodiment, a class is set individually for each of the five types of distance categories, and when the class is promoted and the highest reached class is updated, the highest class reward can be earned. The highest class reward can be earned only once in common for all distance categories. For example, even if a racer is promoted to class 3 in a short distance and earns the highest class reward for class 3, the highest class reward for class 3 is not awarded even if the racer is promoted to class 3 in a long distance. In addition, the highest class reward once earned is not awarded even if the racer is demoted and promoted again. In addition to the highest class reward, a class upgrade reward may be prepared for each distance category so that the class upgrade reward can be earned every time the class is promoted in each distance category.

[0096] During the regular race period, the challenge event will be held only on the Saturdays and Sundays of the 1st to 3rd weeks, and if you enter a regular race while the challenge event is being held (an example of when certain conditions are met), you will also participate in the challenge event. In other words, any player can participate in the challenge event. In the challenge event, you can earn challenge event rewards.

[0097] In the challenge event, a challenge event reward is set for each class, and when the highest reached class is updated, the rewards that the player can obtain are released. In the challenge event, by accumulating challenge points, players can obtain the already released rewards in order, starting from the rewards for class 1.

[0098] During the regular race period, the regular races held, as well as player event information such as class points, class, highest achieved class, and challenge points, are reset every week from the first to third weeks. The regular race period ends on the Friday of the fourth week, and the finale race period begins on the Saturday of the fourth week. The finale race period ends on the Sunday of the fourth week, and the competitive race event ends. During the finale race period, players can only enter one race in a class 2 or higher distance category out of the five finale race distance categories (sprint, mile, middle distance, long distance, and dirt).

[0099] Next, the flow of the competition race event will be described. Figure 5(A) is a diagram showing the progress flow of the competition race event, and Figure 5(B) is a diagram showing the progress flow of the challenge event.

[0100] In this embodiment, player logins are managed in a login management cycle that defines one day as 5:00AM to 4:59AM the following day, and the start and end of the periods during which a competition race event, regular race, challenge event, and finale race are held are managed in accordance with this login management cycle. Also, in this embodiment, the server 20 provides phase information indicating the period during which a regular race is held when a challenge event is not being held (weekdays from the 1st to 4th weeks), the period during which a challenge event is held (Saturdays and Sundays from the 1st to 4th weeks), and the period during which a finale race is held (Saturday and Sunday of the 4th week), and the event currently being held is determined by determining which phase (period) the date on which the player terminal 40 connected to the server 20 corresponds to based on the phase information.

[0101] As shown in Figure 5 (A), when the competition race event starts at 5:00 AM on the event start date (for example, Monday), regular races are held permanently (step S100), and as shown in Figure 4, the regular race period ends at 4:59 AM on Saturday of the fourth week, and at 5:00 AM on Saturday of the fourth week, which is the date and time for the finale race (step S101), the regular race ends (step S102), the finale race is held (step S103), and the player can only enter the finale race once (step S104), and when the period for the finale race (the competition race event period) ends at 4:59 AM on Monday of the fifth week, the competition race event ends.

[0102] 5(B), when the challenge event is held at 5:00AM on each of the first to third Saturdays during the regular race period (step S110), the challenge event is held only on Saturdays and Sundays (step S111).Then, when the challenge event period ends at 4:59AM (reset date and time) on the following Monday (step S112), the challenge event ends (step S113), and the regular races and player event information (class points, class, highest achieved class, and challenge points) are reset (step S114).

[0103] Specifically, the class, class points, and correction points are reset for distance categories that have reached class 7 or higher, and after the reset, the class is set to class 7 for the target distance category, and the class points and correction points are set to the lower limit of class 7 (class initial value). This allows players who join in the middle of the competition to catch up with players who have played the competition race event thoroughly, and increases the motivation to participate in the competition race event even if they start in the middle of the competition race event period. In addition, the class, class points, and correction points are maintained for distance categories that have not reached class 7. This prevents light users who do not play much or have not played many times from losing their motivation to play. The highest class reached is also reset to class 7. Therefore, after the reset, it is possible to obtain the highest class reward again for classes 8 to 10. In addition, the challenge points are reset to the initial value (for example, 0), and after the reset, it is possible to obtain all challenge event rewards again for classes 1 to 10. In this way, during the period when the regular race is held, a reset is performed on the weekends of the first to third weeks, and the races are changed every week, and players can reacquire the rewards that they have already acquired (the highest class reward, the challenge event reward). This can motivate players who have acquired all the rewards to play again, and it is possible to secure active players who will be their opponents. Note that when resetting after one week has passed, the correction points may be maintained without being reset. In this way, it is possible to make it easier for class points to increase after the reset, and it is possible to increase the interest of players in the game. Also, when resetting after one week has passed, the challenge points may be maintained without being reset, and the challenge points may be managed throughout the period when the competition race event is held (four weeks).

[0104] Next, the flow of the regular race and the finale race will be described. FIG. 6 is a diagram showing the progress flow of the regular race and the finale race. The flow of the regular race and the finale race is almost the same. First, the regular race held when the challenge event is not held (held on weekdays) will be described.

[0105] When entering (participating in) a regular race, the selection of the race to be entered is accepted from among the regular races in five distance categories (step S200). The selection of the race is performed on the event top screen.

[0106] FIG. 7 is a diagram showing a display example of an event top screen. The event top screen displays the duration of the competitive race event, the current highest reached class, the distance category of the highest reached class, and the current class point value of the distance category. The event top screen also has five types of distance category selection buttons 101 indicating regular races of each distance category, and each distance category selection button 101 displays the race conditions, current class, and class point acquisition status of the corresponding distance category, and displays text such as "No entry information" if the player has not run in a race of the target distance category even once. When a tap input is made on any of the distance category selection buttons 101 on the event top screen, details of the race of the target distance category (race name, reward contents, etc.) are displayed, and then a race character registration screen (not shown) is displayed, which accepts registration of one trained character to be entered in the race and accepts matching to determine an opponent (step S201). The race character registration screen displays a list of trained characters owned by the player, and the player can select a trained character to be entered in the race.

[0107] The race character registration screen is provided with a confirmation button, and when the confirmation button is tapped with one of the trained characters selected, registration of the character to be raced is completed, and it is determined that a matching input has been made, and a matching request is sent from the player terminal 40 to the server 20. The server 20, which has received the matching request from the player terminal 40, performs a matching process to determine an opponent and create a new race record (step S202).

[0108] In regular races, 11 opponents are determined by normal matching. In normal matching, a player list is created from players of the same class based on the player's class, and opponents are randomly searched for. The standard class in normal matching is the class of the requesting player in the distance category in which the player who made the matching request participates. Therefore, other players of different classes in the target distance category are not selected as opponents.

[0109] When the matching of opponents is completed, the server 20 transmits the matching results, including the results of the gate lottery and the condition lottery, to the player terminal 40, and a matching result display screen is displayed on the player terminal 40.

[0110] FIG. 8 is a diagram showing a display example of the matching result display screen. On the matching result display screen, opponent information 104, which is information on 11 opponent players (player names and character ranks), is displayed as a matching result. In this embodiment, by displaying opponent players (e.g., players stronger than the player) whose correction points are far from the player and who have a large effect on the update amount (increase or decrease) of class points depending on the race result, in a manner that distinguishes them from other opponent players, the player can easily understand the cause of a large increase or decrease in class points. The matching result display screen is provided with a next button 106 and a cancel button 108, and when a tap input is made on the cancel button 108, the screen returns to the event top screen shown in FIG. 7. At this time, the matching result is saved, and the game can be resumed by moving from the event top screen to the matching result display screen. When a tap input is made on the cancel button 108 on the matching result display screen, the screen returns to the race character registration screen, and the matching result may be discarded. On the other hand, when the next button 106 is tapped on the matching result display screen, it is notified that the opponents have been decided, information on the eleven characters who will be the opponents is displayed, and then a race preparation dialogue (not shown) is displayed to accept input regarding the use of items (step S203). In the race preparation dialogue, the player can select the use of an item that increases the motivation of the characters participating in the race, or an item that changes the race conditions such as the weather and the course state. In this embodiment, two items can be used per race, and the player can decide whether or not to use an item. Each item is limited to five uses per day, and the use limit is reset to five uses at a fixed time (for example, 12:00).

[0111] The race preparation dialog has an entry button, and when the entry button is tapped (entry decision input), a race request including information indicating the item usage is sent from the player terminal 40 to the server 20. Upon receiving the race request, the server 20 determines the race numbers and race conditions (weather and course conditions) for the 12 characters, and performs a race running simulation using the determined race numbers and race conditions for the 12 characters (step S204).

[0112] In the race running simulation, the race development, finishing order, time, etc. are calculated based on the course information, race conditions, and the status (speed, stamina, power, guts, intelligence, possessed skills) of the 12 participating characters, and the race results are recorded in the battle record. The race development here includes the movement history of each character from the start point of the course to the finish point, and the event occurrence history of each character (activation of skills, occurrence of accidents), etc. Based on the race results, the server 20 also calculates the update amount (increase or decrease) of correction points and the update amount (increase or decrease) of class points, grants regular race rewards, and updates player event information such as correction points, class points, class, highest class for each distance category, and highest reached class in the battle management database 52 (step S205).

[0113] Specifically, the server 20 performs correction point update processing by the correction point update unit 64, class point update processing by the class point update unit 65, class setting processing by the class setting unit 67, and reward granting processing by the reward granting unit 63, etc.

[0114] In the correction point update process, the amount of update (increase or decrease) of the correction points of each player who participated in this race is calculated based on the race result (ranking) which is the result of the running simulation, and the correction points of each player are updated. The correction points to be updated are the correction points of the distance category of the race in which the player participated. In addition, in the correction point update process, the class point update setting table is referenced, and the amount of update (increase or decrease) of the correction points is calculated so that the correction points are increased if the ranking in this race is within a predetermined ranking (e.g., 6th place) and the correction points are decreased if the ranking in this race is lower than the predetermined ranking (e.g., 6th place).

[0115] In the class point update process, the update amount (increase or decrease) of the class points of the player who has requested the matching request is calculated based on the race result (ranking) which is the result of the running simulation, and the calculated update amount (increase or decrease) of the class points is corrected based on the correction point to update the class points of the player who has requested the matching request. The class points to be updated are the class points of the distance category in which the race was run, and the class points of the opponents are not updated. In the class point update process, the update amount (increase or decrease) of the class points is calculated similarly to the correction point by referring to the class point update setting table. The correction point in this embodiment is updated even when the player is selected as an opponent, so it may be a value different from the class points. Therefore, in this embodiment, the update amount of the class points is corrected so that it approaches the correction point. In detail, by referring to the class point correction setting table, for example, when the class point value is lower than the correction point value, if the class point increases due to the result of the regular race, the update amount (increase) of the class points is increased to correct the value of the class point so that the value of the class point approaches the value of the correction point, and if the class point decreases due to the result of the regular race, the class point is decreased by the same amount as the update amount (decrease) of the correction point. In addition, if the class point value is higher than the correction point value, and if the class points increase as a result of the regular race, the class points are increased by the same amount as the update amount (increase) of the correction point, and if the class points decrease as a result of the regular race, the class point value is corrected so that it approaches the correction point value by increasing the update amount (decrease) of the class points.

[0116] In this embodiment, the class point update process is performed after the correction point update process. Therefore, in the class point update process, the update amount of the class point is corrected so as to approach the correction point updated by the race result of the current regular race. Note that in this embodiment, the correction point update process may be performed after the class point update process. In this case, the update amount of the class point is corrected so as to approach the correction point before it is updated by the race result of the current regular race (the correction point before the start of the current regular race). In this way, the server 20 can transmit a match completion response (described later) to the player terminal 40 that has requested the race before performing the correction point update process, and therefore information regarding the race result, class point, etc. can be promptly transmitted to the player terminal 40 that has requested the race.

[0117] In the class setting process, a class point update process based on the race result (ranking) that is the result of the driving simulation is performed, and if the class point meets the promotion condition, the class is promoted, and if the class point meets the demotion condition, the class is demoted. In this embodiment, the initial value of the class point (and the correction point) is set to 0 points, the initial class is set to class 1, and 100, 200, 300, 400, 500, 600, 700, 800, and 900 points are set as the promotion condition and demotion condition for each of classes 1 to 10. For example, when the class point reaches 100 points from less than 100 points, it is determined that the promotion condition for class 2 is met. Also, for example, when the class point decreases from 800 points or more to within the range of 700 to 799 points, it is determined that the demotion condition for class 8 is met. However, in this embodiment, even if the demotion condition is met in classes 1 to 7, the class is not demoted but maintained. When the class is maintained, the class point is also maintained at the lower limit value of the maintained class. Class changes are made only when class points based on the race results (rankings) of regular races are updated. In the class setting process, when a class is promoted, if the promoted class exceeds the highest achieved class stored in the race management database 52, the highest achieved class is updated.

[0118] In the reward granting process, a regular race reward is granted to the player ID based on the race result (ranking), which is the result of the running simulation. The regular race reward may be in-game currency, and the same reward (participation reward) is granted regardless of the ranking (race result) of the character registered to run by the player who requested the matching. In the regular race, the regular race reward may be granted according to the ranking (race result) of the character registered to run by the player who requested the matching. For example, the higher the ranking of the character registered to run by the player who requested the matching, the larger the amount of the regular race reward granted. In the reward granting process, when the highest reached class is updated, the highest class reward is granted to the player ID. The highest class reward may be in-game currency or various items, and the higher the highest reached class, the larger the amount of the in-game currency or items granted.

[0119] When the running simulation of the race is completed on the server 20 side, a race completion response including the results of the running simulation including the race numbers and race conditions of the 12 determined characters, as well as information regarding the updated amount of class points, the updated value of class points, the class, the highest class in each distance category, the highest reached class, the regular race reward, and the highest reached class reward, is transmitted to the player terminal 40 that issued the race request. The player terminal 40 that received the race completion response updates the player event information such as the class points, the class, the highest class in each distance category, and the highest reached class in the event data storage unit 74 (step S205), and accepts the selection of whether or not to watch the race (step S206). The selection of watching the race is performed on the participating character status confirmation screen.

[0120] FIG. 9 is a diagram showing a display example of a race character status confirmation screen, and FIG. 10 is a diagram showing a display example of a race replay confirmation dialogue. The transition to the race character status confirmation screen is performed by tapping the race button in the race preparation dialogue. The race character status confirmation screen displays the status of the race characters (speed, stamina, power, guts, intelligence, course suitability, distance suitability, leg type suitability, running style, motivation, strategy, and possessed skills), and the characters are switched by tapping the switch button 110, so that the status of each of the 12 race characters can be confirmed. In addition, the race character status confirmation screen is provided with a next button 112 and a skip button 114. When the next button 112 is tapped, a race replay confirmation dialogue is displayed as shown in FIG. 10, and when the OK button 116 is tapped in the race replay confirmation dialogue, a watching performance is executed (step S207), and when the watching performance ends, a race result notification screen that displays the race results is displayed. On the other hand, when the skip button 114 is tapped, the race result notification screen is displayed without executing the spectator performance.

[0121] 11 is a diagram showing a display example of a race result notification screen. The race result notification screen displays the ranking of the character, and when the next button 118 is tapped, regular race rewards are given, class points and class are displayed and reflected, and if the highest reached class is updated as a result of the current race result (updated class points), a notification of the update of the highest reached class and the best class reward are given (step S208).

[0122] FIG. 12 is a diagram showing a display example of a regular race reward granting screen notifying the granting of a regular race reward, FIG. 13 is a diagram showing a display example of a class point update presentation notifying the update of class points, and FIG. 14 is a diagram showing a display example of a highest reached class update notification screen notifying the update of the highest reached class and the granting of the highest class reward. The regular race reward granting screen is shifted from the race result notification screen, and displays the regular race reward granted according to the race result (ranking) of the regular race. When a tap input is made on the next button 148 on the regular race reward granting screen, as shown in FIG. 13, a class point update presentation is executed. In the class point update presentation, the class point gauge 122 is displayed, and the gauge increases and decreases.

[0123] When the next button 124 is tapped on the screen shown in Fig. 13, if the highest reached class has been updated as a result of the current race result (updated class points), a highest reached class update notification screen is displayed as shown in Fig. 14, and the highest class reward granted by updating the highest reached class is displayed, and when a tap is made on the highest reached class update notification screen, the screen returns to the home screen (not shown) or the event top screen shown in Fig. 7, and if the highest reached class has not been updated, the highest reached class update notification screen is not displayed and the screen can return to the home screen or the event top screen shown in Fig. 7. In this way, one regular race ends.

[0124] In this way, in regular races, it is possible to repeatedly compete in races of five different distance categories, and the class points, correction points, and class change as the competition is repeated. In this embodiment, a challenge event occurs on Saturdays and Sundays of the first to third weeks during the period in which a regular race is held. Since it is possible to participate in a challenge event by participating in a regular race during the period in which the challenge event is held, the flow of the challenge event is the same as that of regular races held on weekdays. The following will focus on the differences from regular races held on weekdays.

[0125] Fig. 15 is a diagram showing a display example of the event top screen. When a challenge event is held, text 126 such as "Challenge event occurring!" is displayed on the event top screen as shown in Fig. 15. During the challenge event, when the server 20 performs a race driving simulation (step S204 shown in Fig. 6), it performs a challenge point update process in addition to a correction point update process, a class point update process, a class setting process, and a reward granting process.

[0126] In the challenge point update process, the update amount (increase amount) of the challenge points of the player who requested the matching is calculated based on the race result (ranking) and class, which are the results of the driving simulation, and the challenge points of the player who requested the matching are updated. In this embodiment, the higher the class in the distance category of the race in which the player participated and the better the race result (ranking), the greater the update amount (increase) of the challenge points.

[0127] During the challenge event, the reward granting process allows the granting of the challenge event reward for each class based on the highest reached class, and updates the accumulated upper limit of the challenge points. In the reward granting process, a challenge point update process is performed based on the race result (ranking) and class, which are the results of the driving simulation, and when the challenge points satisfy the reward acquisition condition, the challenge event reward for the class that satisfies the reward acquisition condition is granted among the challenge event rewards up to the class permitted to be granted. For example, when the acquisition condition for the challenge event reward for class 1 is set to 100 points, the challenge point update process is performed, and when the challenge points exceed 100 points, the challenge event reward for class 1 is granted. Also, for example, when the acquisition condition for the challenge event rewards for classes 1 to 3 is set to 100 points each, when 300 points are acquired at once, the challenge event rewards up to class 3 are granted all at once. The challenge event rewards include in-game currency and various items, and the higher the class, the more in-game currency and items can be granted. In this embodiment, permission to award challenge event rewards for each class is granted regardless of whether a challenge event is held or not, and is granted when updating the highest achieved class even when a challenge event is not being held (when regular weekday races are being held).

[0128] During a challenge event, when the running simulation of the race is completed on the server 20 side, the server 20 transmits a match completion response to the player terminal 40 that originated the race request, which includes information on the updated amount and value of the challenge points, the challenge event reward, etc. in addition to the class and class points, etc. In the player terminal 40 that received the match completion response, in addition to the class and class points, the player event information such as the challenge points in the event data storage unit 74 is updated (step S205 shown in FIG. 6), the challenge points are displayed, and if a challenge event reward has been awarded based on the result of this race (updated challenge points), the challenge event reward is awarded (step S208 shown in FIG. 6).

[0129] FIG. 16 is a diagram showing a display example of a challenge point update effect notifying the update of the challenge points, and FIG. 17 is a diagram showing a display example of a challenge event reward grant effect notifying the grant of a challenge event reward. The challenge point update effect is performed on the regular race reward grant screen shown in FIG. 12 after the end of the class point update effect shown in FIG. 13 or after the display of the highest reached class update notification screen shown in FIG. 14. When the highest reached class update notification screen shown in FIG. 14 is displayed when the challenge point update effect is executed, the screen is returned to the regular race reward grant screen shown in FIG. 12 before the challenge point update effect is executed. Note that the challenge point update effect may be executed on the regular race reward grant screen shown in FIG. 12. In the challenge point update effect, as shown in FIG. 16, a challenge point gauge 128 is displayed, and the gauge increases or decreases. When a tap input is made on the next button 130 on the screen shown in FIG. 16, if a challenge event reward has been awarded as a result of the current race (update of challenge points), a challenge event reward awarding display will be displayed as shown in FIG. 17, and when a tap input is made, the screen will return to the home screen (not shown) or the event top screen shown in FIG. 7. If a challenge event reward has not been awarded, the challenge event reward awarding display will not be displayed and the screen will return to the home screen (not shown) or the event top screen shown in FIG. 7.

[0130] In this embodiment, during the period in which the competition race event is held, the acquisition status of the challenge event reward and the permission status (release status) of the challenge event reward can be confirmed on the reward list screen. The reward list screen can be switched to by tapping the reward list icon 132 on the event top screen shown in FIG.

[0131] FIG. 18 is a diagram showing a display example of the reward list screen. The reward list screen displays a challenge point gauge 134, and the challenge point gauge 134 allows the user to check the accumulation status of challenge points. The reward list screen also displays challenge event rewards from class 1 to class 10 by class, and the challenge event rewards that have already been acquired are displayed in gray out and an acquired image 136 including the characters "CLEAR!" is displayed, and challenge event rewards of classes that are not permitted to be granted are displayed in gray out and a lock image 138 is displayed. This allows the user to check the acquisition status of the challenge event reward and the permission status of granting (release status). The reward list screen also displays the acquisition status of the challenge event reward and the permission status of granting (release status) by week, and the screen switches to a display of another week by tapping the switch button 146, allowing the user to check the acquisition status of the challenge event reward and the permission status of granting (release status) for each week.

[0132] In this manner, in this embodiment, class points are updated based on the race results (rankings) of regular races, and when the updated class points satisfy the promotion conditions, the class is promoted, and when the class points satisfy the demotion conditions, the class is demoted. When the class is promoted, if the promoted class exceeds the highest reached class, the highest reached class stored in the match management database 52 is updated. In this embodiment, a challenge event reward is set for each class, and permission to grant the challenge event reward for each class is given in relation to the class points. In other words, when the permission conditions related to the class points are satisfied, permission to grant the challenge event reward for the class that satisfies the permission conditions is given. Specifically, permission to grant the challenge event reward for each class is given based on the highest reached class. For this reason, in this embodiment, in order to obtain permission to grant the challenge event reward for each class, the player needs to participate in regular races to increase (update) the class points and promote the class. In this embodiment, when a player participates in a regular race during a challenge event (an example of a case where a battle game is played after satisfying a predetermined condition), in addition to the regular race reward, a challenge event reward up to the permitted class can be awarded. Therefore, during the challenge event (Saturday to Sunday), a player can be motivated to participate in (participate in) a regular race to acquire additional rewards (challenge event rewards). Even during the non-challenge event period (Monday to Friday), a player can be motivated to participate in (participate in) a regular race to increase (update) class points and upgrade his / her class in order to acquire permission to award challenge event rewards for each class. In addition, the higher the highest class reached, the more challenge event rewards can be acquired, so a player can be motivated to participate in (participate in) a regular race to upgrade his / her class. As a result, in this embodiment, a player's motivation to play can be improved not only in regular races held on weekends (during the challenge event) but also in regular races held on weekdays.

[0133] Furthermore, in the challenge event of this embodiment, challenge points are accumulated based on the race results (ranking) and class of regular races, and when the challenge points satisfy the reward acquisition conditions, the challenge event reward of the class that satisfies the reward acquisition conditions is awarded, from the challenge event rewards up to the class for which the reward acquisition conditions are satisfied, which provides an incentive for players to enter (participate in) regular races in order to accumulate challenge points in order to earn the challenge event reward.

[0134] In this embodiment, when the highest reached class is updated, the granting of the challenge event reward for the updated class is permitted, and the upper limit of the challenge points is updated, so that the challenge points can be accumulated. This provides the player with an incentive to enter (participate) in regular races in order to update the highest reached class in order to update the upper limit of the challenge points.

[0135] In addition, in this embodiment, by setting up time-limited challenge events, it is possible to add variety to the regular race competitions, and even light users can earn additional rewards (challenge event rewards) simply by participating in regular races while the challenge event is being held. This allows a wide range of players, including heavy and light users, to enjoy the competitive race events, thereby increasing players' interest in the game.

[0136] Furthermore, in this embodiment, players can be motivated to participate in regular races not only when a challenge event is being held, but also when a challenge event is not being held (Monday to Friday), so that active players can be secured throughout the entire period when regular races are held, regardless of the time of day, and a situation in which there are not enough players to compete against can be prevented.

[0137] Next, the finale race will be explained. The flow of the finale race is the same as that of the regular races held on weekdays, so the differences from the regular races held on weekdays will be mainly explained. Even after the regular race period ends and the finale race period begins, information such as class, class points, correction points, and challenge points will not be reset and will be retained.

[0138] FIG. 19 is a diagram showing a display example of the event top screen. When the finale race is held, as shown in FIG. 19, text 142 such as "You can only enter the finale race once" and "You cannot enter races below CLASS 2" are displayed on the event top screen. During the period when the finale race is held, five types of distance category selection buttons 140 indicating the finale races of each distance category are provided on the event top screen, and the race conditions and the current class of the corresponding distance category are displayed on each distance category selection button 140. In this embodiment, during the finale race, the distance category selection button 140 of the distance category of the highest reach class among the five types of distance categories is displayed normally on the event top screen, and the distance category selection buttons 140 of the remaining four types of distance categories are displayed grayed out. During the finale race, tap input to the distance category selection button 140 of the distance category whose class is Class 1 is disabled on the event top screen. This guides the finale race selected by the player to the finale race of the distance category most suitable for the player. If the maximum reachable class is Class 1 (if the classes of all distance categories are Class 1), all distance category selection buttons 140 are displayed in a grayed-out state, and tap input is disabled.

[0139] In the finale race, among the 11 opponents in the matching process, four opponents are determined by normal matching, and seven opponents are determined by special matching. In the special matching, a player list is created from other players who have a lower correction point than the player who has requested the matching request based on the player's correction point, and opponents are randomly searched for. The correction point that serves as the reference in the special matching is the correction point of the requesting player in the distance category in which the requesting player participates, and the correction point to be compared is the correction point of other players in the same distance category. Therefore, other players with higher correction points in the target distance category are not selected as opponents in the special matching. In this way, in the finale race, opponents are determined based on the correction points of each player so as to include at least other players who have a lower correction point than the player who has requested the matching request.

[0140] Then, in the finale race, when the server 20 performs a driving simulation of the race (step S204 shown in FIG. 6), it performs a reward granting process, but does not perform a correction point update process, a class point update process, a class setting process, a challenge point update process, or the like.

[0141] In the reward granting process for the finale race, a finale race reward is granted to the player according to the race result (ranking) and the highest class in the distance category of the race in which the player participated, based on the race result (ranking) which is the result of the driving simulation and the highest class in the distance category of the race in which the player participated. The finale race reward may include in-game currency and various items, and the higher the highest class in the distance category of the race in which the player participated, the greater the amount of in-game currency or items granted or the type of items. In other words, in the finale race, the higher the highest class of the race in the distance category in which the player participated, the better the finale race reward can be obtained. The finale race reward is more abundant and more varied than the regular race reward, and the content of the reward is better. The finale race reward may include a reward that is granted only in the finale race. After the server 20 has performed the driving simulation of the finale race, the server 20 updates the status of the finale race to "participated."

[0142] In the finale race, when the running simulation of the finale race is completed on the server 20 side, the server 20 transmits a match completion response including information on the running simulation result and the finale race reward to the player terminal 40 that requested the race. The player terminal 40 that received the match completion response performs the granting of the finale race reward (step S208 shown in FIG. 6). The granting of the finale race reward is performed on a finale race reward granting screen (not shown), which displays the race result (ranking) of the finale race and the finale race reward granted according to the class of the race entered. The finale race reward granting screen has the same display form as the regular race reward granting screen shown in FIG. 12, and when a tap input is made on the regular race reward granting screen after transitioning from the race result notification screen shown in FIG. 11, it becomes possible to return to the home screen or the event top screen shown in FIG. 7.

[0143] When a player has run (participated) in a finale race once, the event top screen displays text 144 saying "You have already run in the finale race" instead of text such as "You may only run in the finale race once" or "You may not run in races below CLASS 2", all distance category selection buttons 140 are grayed out, and tap input to all distance category selection buttons 140 is disabled, as shown in Fig. 20. As a result, in this embodiment, by accepting a race request from the same player (player ID) only once, a player can run (participate) in any one of the five finale races of the distance categories only once.

[0144] Thus, in this embodiment, a player can enter (participate) in the finale race only once, and in the matching for the finale race, four opponents are determined by normal matching and seven opponents are determined by special matching, so that the opponents are determined so that the player who has made the matching request can advance in the finale race (battle) at an advantage, making it easier for even light users to finish in the top five. As a result, according to this embodiment, the battle race event can be ended in a way that does not cause negative feelings among players of any level, such as heavy users or light users, and it is possible to prevent a decline in players' motivation to play.

[0145] In the special matching for the finale race in this embodiment, opponents are determined based on correction points, and the correction points are updated by participating in regular races, including when the player is selected as an opponent, so the correction points reflect the results of regular races. This allows the player who has made the matching request to be appropriately matched with opponents who are likely to arrive first in the finale race in this embodiment.

[0146] In the finale race of this embodiment, the higher the highest class of the distance category of the race in which the player participates, the better the finale race reward that can be obtained. During the finale race, display control is performed to guide the finale race selected by the player on the player terminal 40 to the finale race of the distance category that is optimal for the player (the player can obtain the most finale race reward). Specifically, on the event top screen, the distance category selection button 140 of the distance category of the highest reach class out of the five distance categories is displayed normally, and the distance category selection buttons 140 of the remaining four distance categories are displayed grayed out. This makes it easier for the player to select a finale race of the optimal distance category in this embodiment.

[0147] In this embodiment, when performing a running simulation of a regular race or a finale race, the simulation processing unit 62 changes the distance suitability of the distance category of the race to be run for the 12 trained characters who will participate. The distance suitability affects the speed status of the character. In this embodiment, eight ranks (rank G to rank S) are provided for the distance suitability, and the ranks are higher in the order of rank G (lowest rank)<rank F<rank E<rank D<rank C<rank B<rank A<rank S (highest rank), and the higher the rank, the higher the distance suitability is set. If the distance suitability is rank B or lower, the speed status is corrected so that the status is lowered, if the distance suitability is rank A, the speed status is maintained as it is, and if the distance suitability is rank S, the speed status is corrected so that the status is raised. The rank increase of the distance suitability of the character is determined by lottery during the training of the character by the training function, and the distance suitability is confirmed when the training is completed. In this embodiment, if the distance suitability is rank A, it is changed to rank S. As a result, in the competitive race event, even a trained character with distance suitability of A rank can be expected to win a high place in the race, so that even a player who does not have a trained character with distance suitability of S rank can enjoy the competitive race event, and the player's motivation to play can be improved. In addition, the burden on the player, such as repeating training of a character until the character acquires distance suitability of S rank, can be reduced when training a character using the training function. If the distance suitability is B rank or lower, the rank is maintained as it is, but ranks below B rank may also be changed to S rank. In addition, the rank of distance suitability of the 12 trained characters participating in the race may be raised by a certain level (for example, one level). In this case, the S rank is maintained as it is.

[0148] Also, in the cultivation function of this embodiment, there is a support item (an example of a game medium) imitating a card as an item that supports the cultivation of characters. By using the support item, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When cultivating a character, it is necessary to compile six support items. Among the six support items, five are selected from the support items owned by the player himself / herself, and the remaining one is rented from the support items owned by other players as a friend frame.

[0149] Support items are classified into six categories according to their performance: speed, stamina, power, determination, wisdom, and friend. For speed, stamina, power, determination, and wisdom, as the name implies, they exert an effect of increasing parameters during training corresponding to the performance parameters of the character. For friend, it exerts an effect of recovering physical strength and motivation. The category of the support item can be identified by the category icon, and the player selects the six support items to be used in this cultivation relying on the category icon. Also, there are three levels of rarity for support items: Rare (R), Super Rare (SR), and Special Super Rare (SSR). In this embodiment, the rarity increases in the order of R < SR < SSR, and basically, the higher the rarity, the higher the support effect.

[0150] Also, in this embodiment, when the cultivation function providing unit 81 starts cultivating a character by the cultivation function, it accepts the selection of support items. The selection of support items is performed on the support compilation screen. FIG. 23 is a diagram showing a display example of the support compilation screen.

[0151] As shown in FIG. 23, the support organization screen has five player support slots 310-314 and one friend support slot 315. When a tap input is made on any of the player support slots 310-314, the item list in the player data storage unit 71 is referenced to acquire a list of support items (player support list). Then, based on the acquired player support list, a screen is generated to display a list of support items possessed by the player, and the selection of the support item is accepted. When a tap input is made on the friend support slot 315, a friend support acquisition request is transmitted to the server 20. The server 20, which has received the friend support acquisition request, references the friend registration information associated with the player ID of the sender of the friend support acquisition request, and transmits to the player terminal 40 a list of support items (friend support list) that other players who are registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen to display a list of support items that can be set in the friend support slot 315, and accepts the selection of the support item.

[0152] As shown in Fig. 23, when six support items are organized on the support organization screen and a tap input is made on the training start button 316, a transition to a final confirmation screen is made and a confirmation input of the player's training start is accepted. The final confirmation screen displays the organization contents of the character to be trained, the inherited character, and the support item selected by the player. Then, when the confirmation input is made on the final confirmation screen, a training progress process for training the character is started.

[0153] In this embodiment, during the period when a competitive race event is held, in addition to the friend slot, one more support item can be rented out when organizing six support items. In other words, of the six support items, four are selected from the support items owned by the player himself, one is used as the friend slot to rent a support item owned by another player, and the remaining one is used as the rental slot to rent a support item provided by the game operator. It is up to the player to decide whether or not to use the rental slot.

[0154] Fig. 24 is a diagram showing a display example of the support formation screen. As shown in Fig. 24, the word "rental" 156 is displayed for rental support items, which are support items provided by the game operator. The number of times that a rental support item can be rented is preset to three times per day, and during the period in which a battle race event is being held, a remaining rental number display 158 showing the remaining number of times that can be rented per day is displayed on the support formation screen. If a rental support item is not organized on the support formation screen, the normal formation screen appears, and if a rental support item is organized, the rental support item is displayed in a distinguishable manner from other support items.

[0155] During the period when a competitive race event is held, when a tap input is made on any of the player support frames 310 to 314 on the support organization screen, a rental support acquisition request is transmitted to the server 20, and the server 20 that receives the rental support acquisition request transmits a list of rental support items (rental support list) to the player terminal 40. The player terminal 40 generates a screen displaying a list of settable support items based on the received rental support list and the player support list, which is a list of support items possessed by the player, and accepts the selection of the support item. As a result, in this embodiment, during the period when a competitive race event is held, it is possible to train a character with higher performance than the character in hand by using the rental support item, so that the player's motivation to play for training the character can be improved. Also, in this embodiment, even if a player cannot rank up because he or she cannot win a top prize even if he or she participates in a regular race in a competitive race event, it is possible to raise the class by using the trained character trained using the rental support item, so that the player's motivation to play regular races can be improved.

[0156] Furthermore, in this embodiment, when two rental support items are organized on the support organization screen, the training start button 316 is displayed as grayed out, tap input to the training start button 316 is disabled, and a message is displayed indicating that only one rental support item can be organized. Furthermore, in this embodiment, as a function related to the organization of support items, there is an auto organization function (automatic organization function) that automatically organizes six support items, and although the auto organization function does not organize rental support items, rental support items may also be organized using the auto organization function.

[0157] In this embodiment, a support item organization save function is provided that can create and save a support item organization, and five support items excluding the friend slot can be organized by the support item organization save function as a preliminary preparation for character development by the development function. In this embodiment, during the period when a battle race event is being held, rental support items can also be organized in the pre-organization of support items by the support item organization save function.

[0158] In this embodiment, the challenge event is not limited to being held on Saturdays and Sundays during the regular races. For example, an event execution lottery may be held every time a regular race is run during the regular race, and if the event execution lottery is won, the participant may participate in the challenge event. Alternatively, an event execution lottery may be held every time a regular race is run during the challenge event, and if the event execution lottery is won, the participant may participate in the challenge event. In this case, when the server 20 receives a request to run during the regular race or the challenge event, the server 20 may hold an event execution lottery, and if the event execution lottery is won (an example of a case where a predetermined condition is satisfied), the server 20 may carry out a challenge event-related process such as a challenge event update process, and may transmit a match completion response including information on the lottery result of the event execution lottery, the update amount of challenge points, the update value of challenge points, the challenge event reward, and the like, to the player terminal 40 that originated the request to run. In this case, the event execution lottery may be held at the player terminal 40, and for example, the event execution lottery may be held based on a race entry decision input.

[0159] For example, a challenge event may be held on a specified day of the week other than Saturday and Sunday of the first to third weeks. For example, a challenge event may be held when a condition (such as coming in first place) is met during a regular race. An item that triggers a challenge event may be provided, and a challenge event may be held when the item is used.

[0160] Furthermore, in this embodiment, the challenge event is not limited to a case where a challenge event reward can be acquired in addition to a regular race reward by participating in a regular race. For example, when a regular race is participated in during a challenge event, a participation reward for the challenge event (an example of a second reward) may be always awarded in addition to the regular race reward. Also, for example, when a regular race is participated in during a challenge event, a special reward (an example of a second reward) may be awarded instead of the regular race reward. The special reward may be a better reward than the regular race reward (including a reward with a larger amount or variety of rewards awarded, or a reward awarded only in a challenge event).

[0161] In addition, in this embodiment, the challenge event reward is not limited to being awarded based on challenge points during the challenge event, but may be awarded according to the achievement status of a mission, for example. The mission for acquiring the challenge event reward may be to enter three regular races during the challenge event, or to come in first in ten regular races during the challenge event, and the challenge event reward may be awarded when one or more of these missions are accomplished.

[0162] In this embodiment, the challenge event reward and the finale race reward may be better rewards than the regular race reward (including rewards with a larger amount or variety, or limited rewards), the finale race reward may be better rewards than the challenge event reward, or the challenge event reward may be a better reward.

[0163] In this embodiment, the class may be set based on the correction points. For example, a race may be held in a regular race of a race competition event, and the correction points may be updated. If the correction points satisfy a promotion condition, the class may be promoted, and if the correction points satisfy a demotion condition, the class may be demoted. In this case, the permission to grant the challenge event reward for each class may be related to the correction points.

[0164] In this embodiment, the opponents in the special matching for the finale race may be determined based on class points. In this case, a player list may be created based on the class points of the player and selected from other players who have lower class points than the player who has issued the matching request, to determine the opponents.

[0165] In this embodiment, the opponents in the special matching for the finale race may be determined based on the class of the player. In this case, the opponents may be determined by creating a player list from other players who are in a lower class than the player who has issued the matching request, based on the player's class.

[0166] In this embodiment, the number of players in the finale race may be determined as fewer opponents than in the regular race, so that the player who has made the matching request can advance the finale race (battle) advantageously. In this case, the regular race may be raced with a total of 12 characters against 11 other players, and the finale race may be raced with a total of 6 characters against, for example, 5 other players. In this way, the probability that a player whose correction points are far from the player's own will be selected as an opponent can be reduced, and the finale race (battle) can be advanced advantageously. Furthermore, the reduction in the number of characters that participate in the race can increase the probability of winning a top prize. Furthermore, in this embodiment, the influence of the race number can be reduced.

[0167] In this embodiment, a greater number of non-player characters (NPCs) may be determined as opponents in the finale race than in the regular race, allowing the player who has requested the matching request to advance in the finale race (battle) at an advantage. In this case, in the regular race, a race is run with a total of 12 characters against 11 other players, not including non-player characters (NPCs), and in the finale race, for example, four characters may be determined by normal matching, and seven non-player characters (NPCs) may be determined or the parameters of the non-player characters (NPCs) may be adjusted based on the parameters (status) of the trained characters registered to run by the player who has requested the matching request.

[0168] In this embodiment, parameters of attributes with compatibility may be set as the status of characters, and some or all of the parameters of characters with advantageous attributes may be increased relative to unfavorable attributes. In this case, a player with favorable compatibility may be determined as an opponent in matching for the finale race, so that the player who requested the matching request can proceed advantageously in the finale race (battle). For example, a player with a character with an unfavorable attribute may be determined as an opponent in matching for the finale race, relative to the attributes of a trained character registered to run by the player who requested the matching request.

[0169] In addition, in this embodiment, when a race running simulation is performed in the finale race (step S204 shown in Figure 6), a process may be performed to increase the status of a trained character registered to run by the player who requested the matching request, to activate a special skill, or to decrease the status of an opponent's character.

[0170] In addition, in this embodiment, in the finale race, a finale race reward may be awarded to the player based on the race result (ranking), which is the result of the driving simulation, and the class to which the player belongs at the time of starting in the distance category of the race in which the race was run, according to the race result (ranking) and the class to which the player belongs at the time of starting.

[0171] In this embodiment, during the finale race, tap input to the distance category selection buttons of the four distance categories other than the highest reach class out of the five distance categories may be disabled on the event top screen.

[0172] Also, in this embodiment, during the finale race, on the event top screen, of the five distance categories, only the distance category selection buttons 140 for distance categories whose class is Class 1 are displayed in a grayed-out state, while the distance category selection buttons 140 for distance categories whose class is Class 2 or higher are displayed normally, and an icon 150 displaying the message "Recommended!" may be displayed on the distance category selection button 140 for the distance category of the highest reach class, as shown in Figure 21.

[0173] Also in this embodiment, if a tap is made on a distance category selection button for a distance category that is not the highest reach class on the event top screen during the finale race, a race selection confirmation dialog may be displayed as shown in FIG. 22, and a message may be displayed in the race selection confirmation dialog indicating that the distance category is not the highest reach class, and the event top screen may be returned to by tapping the cancel button 152 in the race selection confirmation dialog.

[0174] Furthermore, this embodiment is not limited to the case where an individual correction point is provided for each of the five distance categories, and the correction point may be common to all distance categories. [Explanation of symbols]

[0175] 10 Information processing systems, 20 server, 40 player terminal, 21, 41 control unit, 22, 42 storage unit, 23, 45 communication unit, 43 input unit, 44 display unit, 50 server data storage unit, 51 player management database, 60 game calculation unit, 61 matching processing unit, 62 simulation processing unit, 63 match result evaluation unit, 64 correction point update unit, 65 class point update unit, 66 Challenge Point Update Division, 67 Class Setting Division, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 event data storage unit, 80 game execution unit, 81 training function providing unit, 82 match function providing unit, 83 Regular Race Control Section, 84 Challenge Event Control Section, 85 Finale Race Control Unit

Claims

1. a matching processing unit that performs a matching process for determining opponents for a competitive game in which a plurality of players can participate, based on a matching request, in a final section of a plurality of sections during a predetermined period and in a predetermined section before the final section; a competition calculation unit that performs calculations related to the competition game based on a result of the matching process; A reward granting unit that grants a reward based on a result of the calculation; causing the computer to function as a management unit that ends the predetermined period based on a preset date and time being reached; A player who has made the matching request is designated as a matching request player; The matching processing unit: A program for determining an opponent in the matching process for the final section based on a first parameter linked to identification information of each player so as to be more advantageous for the matching requesting player than in the matching process for the specified section.

2. In claim 1, causing a computer to function as a first parameter update unit that updates the first parameter; The first parameter update unit, a program for updating the first parameter linked to the identification information of the matching requesting player based on a result of the calculation when the calculation is performed in the specified section;

3. In claim 2, A program that causes a computer to function as a rank setting unit that changes the rank linked to the identification information of the matching request player when the calculation is performed in the specified section and the first parameter of the matching request player is updated to satisfy a change condition.

4. In claim 2, The reward granting unit, A program that, in the final interval, awards a better reward than the reward awarded based on the result of the calculation in the predetermined interval.

5. In any one of claims 1 to 4, a plurality of types of the fighting games are provided as the fighting games selectable by the player in the last section; The battle calculation unit: In the last section, a match request is accepted only once from identification information of the same player, thereby allowing the player to participate in any one of the plurality of types of match games only once.

6. In claim 5, A program that causes a computer to function as a display control unit that performs display control to guide a player to select a fighting game from among the plurality of types of fighting games in the final section, the fighting game being the most suitable fighting game for the player.

7. a matching processing unit that performs a matching process for determining opponents for a competitive game in which a plurality of players can participate, based on a matching request, in a final section of a plurality of sections during a predetermined period and in a predetermined section before the final section; a competition calculation unit that performs calculations related to the competition game based on a result of the matching process; A reward granting unit that grants a reward based on a result of the calculation; a management unit that ends the predetermined period based on a preset date and time being reached, A player who has made the matching request is designated as a matching request player; The matching processing unit: An information processing device that determines an opponent in the matching process for the final section based on a first parameter linked to identification information of each player so as to be more advantageous for the matching requesting player than in the matching process for the specified section.

8. a matching processing unit that performs a matching process for determining opponents for a competitive game in which a plurality of players can participate, based on a matching request, in a final section of a plurality of sections during a predetermined period and in a predetermined section before the final section; a competition calculation unit that performs calculations related to the competition game based on a result of the matching process; A reward granting unit that grants a reward based on a result of the calculation; a management unit that ends the predetermined period based on a preset date and time being reached, A player who has made the matching request is designated as a matching request player; The matching processing unit: An information processing system that determines an opponent in the matching process for the final section based on a first parameter linked to each player's identification information so as to be more advantageous for the matching requesting player than in the matching process for the specified section.

9. a matching processing step of performing a matching processing for determining opponents for a competitive game in which a plurality of players can participate, based on a matching request, in a final section of a plurality of sections during a predetermined period and in a predetermined section before the final section; a battle calculation step of performing a calculation related to the battle game based on a result of the matching process; A reward granting step of granting a reward based on a result of the calculation; a management step of ending the predetermined period based on a preset date and time being reached; A player who has made the matching request is designated as a matching request player; In the matching process step, An information processing method for determining an opponent in the matching process for the final section based on a first parameter linked to each player's identification information so as to be more advantageous for the matching requesting player than in the matching process for the specified section.

Citation Information

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Cited By

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