PROGRAM AND INFORMATION PROCESSING APPARATUS

By automatically organizing and dynamically adjusting the support roles, different support effects are generated according to the training completed role status, the problem of unity of support effects and training results in the existing technology is solved, and the differentiated effects in the new development scenario are achieved, which enhances the diversity of the game and the player's experience.

JP7655435B1Active Publication Date: 2025-04-02SEGA CORP

Patent Information

Application Number
JP2024120665
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-26
Publication Date
2025-04-02
Estimated Expiration
2044-07-26

AI Technical Summary

Technical Problem

In the prior art, the fixed support roles in the training scenario lead to the unity of support effects and training results, and it is impossible to achieve differentiation in the new development scenario.

Method used

Automatically organize support roles through the program, dynamically adjust support roles to generate different support effects according to the status of training completed role generation, and update support roles in the new training scenario to achieve differentiation of training results.

Benefits of technology

It realizes differentiation of support for effects and training results in new development scenarios, enhancing the diversity of the game and the player's experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The support effects that occur will be different. [Solution] The program causes the computer to function as an organizing means 52 that automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of a training scenario, a determination means 54 that determines the organized support characters as support characters to be used for the character to be trained, an advancement means 56 that progresses the training scenario by generating support effects corresponding to the determined support characters and updating the status corresponding to the character to be trained, and a generation means 58 that generates the character to be trained as a fully trained character upon the end of the training scenario, and the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to the generated fully trained character before the start of a new training scenario.
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there has been known a training game in which a player can generate a character (a fully trained character) having a different status each time the player plays a training scenario.

[0003] In this regard, Patent Document 1 discloses a technology that can increase the parameters of a character to be trained or allow the character to acquire skills depending on the support effect of a support character used on the character to be trained. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7107411 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the technology described in Patent Document 1 has a problem in that the support characters used in the training scenario are fixed, and the support effects and training results of the characters to be trained become uniform.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can vary the support effects that occur in a new training scenario and the training results of the character to be trained. [Means for solving the problem]

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a development scenario in which a character to be developed is developed, and causes a computer to function as an organizing means for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of the development scenario, a determination means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the character to be developed, a progression means for progressing the development scenario which generates a support effect corresponding to the determined support character and updates a status corresponding to the character to be developed, and a generation means for generating the character to be developed as a completed-development character upon completion of the development scenario, and the organizing means changes the automatically organized support characters in response to a status corresponding to the generated completed-development character before the start of a new development scenario.

[0008] In addition, in a second aspect of the present invention, the status corresponding to the completed training character includes acquired skills, and the organizing means identifies skills that the completed training character has not acquired before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0009] In addition, in a third aspect of the present invention, the status corresponding to the completed training character includes multiple types of parameters, and the organizing means identifies, before the start of a new training scenario, parameters among each type of parameter corresponding to the completed training character that have not reached a reference value as specific parameters, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0010] Furthermore, a program relating to a fourth aspect of the present invention is a program for executing a development scenario in which a character to be developed is developed, and causes a computer to function as an organizing means for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of the development scenario, a determination means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the character to be developed, a progression means for progressing the development scenario which generates a support effect corresponding to the determined support character and updates a status corresponding to the character to be developed, and a generation means for generating the character to be developed as a completed-development character upon completion of the development scenario, and the organizing means changes the automatically organized support characters in accordance with a status corresponding to each of a plurality of completed-development characters generated upon completion of a previously executed development scenario before the start of a new development scenario.

[0011] In addition, in a fifth aspect of the present invention, the status corresponding to the completed training character includes acquired skills, and the organizing means identifies skills that each of the multiple completed training characters has not acquired before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0012] In addition, in a sixth aspect of the present invention, the status corresponding to the completed training character includes multiple types of parameters, and before the start of a new training scenario, the organizing means identifies a parameter with a low statistical value among each type of parameter corresponding to each of the multiple completed training characters as a specific parameter, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0013] In addition, in a seventh aspect of the present invention, the status corresponding to the character that has been completely trained influences the update of the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

[0014] In an eighth aspect of the present invention, the status corresponding to the completed character affects the outcome of a fighting game using the completed character, which is different from the development scenario.

[0015] In addition, an information processing device according to a ninth aspect of the present invention is an information processing device for executing a development scenario in which a character to be developed is developed, and comprises: an organizing means for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of the development scenario; a determination means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the character to be developed; an advancing means for progressing the development scenario which generates a support effect corresponding to the determined support character and updates a status corresponding to the character to be developed; and a generation means for generating the character to be developed as a completed-development character upon completion of the development scenario, and the organizing means changes the automatically organized support characters in response to the status corresponding to the generated completed-development character before the start of a new development scenario.

[0016] In addition, an information processing device according to a tenth aspect of the present invention is an information processing device for executing a development scenario in which a character to be developed is developed, and comprises: an organizing means for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of the development scenario; a determination means for determining, in response to instructions from the player, the organized support characters as support characters to be used for the character to be developed; an advancing means for progressing the development scenario which generates a support effect corresponding to the determined support character and updates a status corresponding to the character to be developed; and a generation means for generating the character to be developed as a completed-development character upon completion of the development scenario, and the organizing means changes the automatically organized support characters in accordance with the status corresponding to each of a plurality of completed-development characters generated upon completion of a previously executed development scenario before the start of a new development scenario. Effect of the Invention

[0017]

[0018] According to the present invention, the support effects that arise in a new training scenario and the training results of the character to be trained can be made different. [Brief description of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 11 is a diagram showing an example of a support selection screen in the first embodiment. [Figure 7] A figure showing an example of a support character selection screen including automatically organized support characters in the first embodiment. [Figure 8] FIG. 13 is a diagram showing an example of a development result screen in the first embodiment. [Figure 9] 13 is a flowchart showing an example of the flow of processes performed by each functional means in a game system according to a second embodiment. [Figure 10] 13 is a flowchart showing an example of the flow of processes performed by each functional means in a game system according to a third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0021] ---First embodiment --- First, the first embodiment will be described.

[0022] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0023] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0024] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0025] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0026] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0027] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.

[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0030] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing the processes in the control device 20, including the game program 14, and information on the results of the processes.

[0031] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.

[0032] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0033] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0034] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0035] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0036] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0037] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0038] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0039] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0040] The speaker 42 has a function of outputting game sounds and the like.

[0041] <Game Overview> The game according to the first embodiment includes a development scenario for developing a character to be developed, a fighting game, and the like.

[0042] The development scenario according to the first embodiment includes a development game and a goal game. In this development scenario, the development game and the goal game are executed in a predetermined order. For example, the development scenario includes a predetermined number (e.g., 50) of turns (a predetermined period in the game) from start to finish. Each of these turns is associated with a development game or a goal game. For example, in the development scenario, the player can progress to a game (e.g., a goal game) associated with the next turn (e.g., turn 6) by executing a game (e.g., a development game) associated with the current turn (e.g., turn 5).

[0043] For example, a player can acquire (own) a character to be trained or a support character by playing a lottery game (for example, gacha). In the first embodiment, the character to be trained or the support character is, for example, a racehorse character.

[0044] For example, before the start of a development scenario, a player can develop a character to be developed (hereinafter, referred to as a "first character to be developed") that is arbitrarily selected from a plurality of characters to be developed in the development scenario. Note that this first character to be developed may be a character owned by the player, or may be a character (a predetermined character) loaned by the game operator.

[0045] Next, after selecting a first character to be trained, the player can organize (select) a deck of support characters to be used to train the first character to be trained. For example, the player can manually organize a predetermined number (e.g., six) or less of support characters to be used from among the support characters he owns and the support characters owned by other players (e.g., friend players, players he is following, etc.). Also, for example, the player can automatically organize a predetermined number (e.g., six) or less of support characters to be used from among the support characters he owns and the support characters (rentable support characters) owned by other players (e.g., friend players, players he is following, etc.) by instructing the automatic organization button. For example, the player can organize a deck of up to five support characters from among the support characters owned by the player and up to one support character from among the support characters owned by other players.

[0046] Next, the player can start the training scenario, change (increase or decrease) various parameters of the first character to be trained, and have the first character to be trained acquire skills, with the basic parameters and basic skills of the first character to be trained as initial values. Note that the player can train the same character to be trained multiple times in the training scenario, but training results from previous training scenarios are not carried over.

[0047] The training game according to the first embodiment is a game in which various parameters of a first character to be trained are changed (increased or decreased) and skill points are given to the first character to be trained. For example, in the training game, various parameters of the first character to be trained (e.g., speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) can be changed by having the first character to be trained perform one of training, rest, and practice race in one turn. There are multiple types of training, and the parameters and the amount of change vary depending on the type of training selected by the player. In addition, in this training game, skill points can be given (acquired) to the first character to be trained by having the first character to be trained perform training and practice race. These skill points are points consumed for the first character to be trained to acquire skills.

[0048] The target game according to the first embodiment is a game in which a first character to be trained challenges a target. For example, the target game is a race (target race) in which the first character to be trained competes at a racetrack. The result of this target game depends on, for example, various parameters and acquired skills of the first character to be trained in the current turn. For example, before executing the target game, a player can consume skill points granted to the first character to be trained on a skill acquisition screen to cause the first character to acquire one or more skills from the acquireable skills of the first character to be trained.

[0049] Furthermore, in the target game, if the performance of the first character to be trained does not satisfy the clearing condition, the continuation of the training scenario (progress to the next turn) is restricted. An example of this clearing condition is to finish within a predetermined rank (e.g., within the top three) in a race (competition). For example, if the first character to be trained cannot finish within a predetermined rank, the player selects whether to continue (try again) the target game or to end the training scenario. This selection of continuation requires, for example, the consumption of paid stones, free stones, continue items, etc. owned by the player. On the other hand, in the target game, if the performance of the first character to be trained satisfies the clearing condition, the training scenario continues (for example, proceeds to the next turn).

[0050] The target game is, for example, a game in which a total of eight characters including a first character to be developed compete for ranking, and the higher the ranking (result ranking) at the end of the target game, the more skills the first character to be developed acquires, and the higher one or more types of parameters corresponding to the first character to be developed are. Examples of characters other than the first character to be developed include NPCs (Non Player Characters) and characters to be developed owned by other players. Specifically, examples of games in which players compete for ranking include racing games, tournament-style fighting games, and games in which players compete for total acquired scores (total acquired points).

[0051] For example, if the first character to be trained is ranked first at the end of the target game, the speed, stamina, and intelligence of the current parameters corresponding to the first character to be trained are increased by 30, and "become good at A racetrack", "become good at long distance", and "become good at good condition" are added to the obtainable skills corresponding to the first character to be trained. Also, for example, if the first character to be trained is ranked second in the target game, the speed and stamina of the current parameters corresponding to the first character to be trained are increased by 20, and "become good at A racetrack" and "become good at long distance" are added to the obtainable skills corresponding to the first character to be trained. Also, for example, if the first character to be trained is ranked third in the target game, the stamina of the current parameters corresponding to the first character to be trained is increased by 10, and "become good at A racetrack" is added to the obtainable skills corresponding to the first character to be trained.

[0052] The battle game according to the first embodiment is a game in which a fully trained character generated from a first character to be trained in a training scenario battles an enemy character. Examples of the enemy character include fully trained characters owned by other players and NPCs (Non Player Characters). Examples of the battle game include a battle race using various types of parameters and skills corresponding to the fully trained character. When a player wins a battle game, the player can earn rewards such as items and coins. The battle game may be a team battle in which a team consisting of multiple fully trained characters battles a team consisting of multiple enemy characters.

[0053] (Example 1) <Function means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0054] 4, the server device 10 comprises, as functional components, a storage means 50, an organizing means 52, a determining means 54, a progressing means 56, and a generating means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.

[0055] The storage means 50 has a function of storing player information 50A, character information 50B, training game information 50C, target game information 50D, training scenario information 50E, skill information 50F, event information 50G, and the like.

[0056] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, stamina information, friend information, and game history.

[0057] The owned content information includes owned character information, owned item information, owned coin information, and the like.

[0058] The owned character information includes a character ID and a status for each owned character owned by the player (e.g., a character to be trained, a character that has been trained, or a support character) in association with the owned character ID of the owned character. The owned character ID includes, for example, a numerical value according to the order in which the player acquired the character. The character ID includes, for example, a symbol (e.g., an alphabet) indicating the type of character and a numerical value.

[0059] The types of characters include, for example, characters to be trained, characters that have been trained by a player, and support characters that support the training of a character to be trained (a first character to be trained) in a training scenario. These characters to be trained and support characters are characters that can be acquired, for example, through a lottery game. On the other hand, a character that has been trained is a character that has been generated based on a character to be trained that has been trained in a training scenario executed by a player upon completion of the training scenario. In the first embodiment, the status of the generated character that has been trained is a direct reflection (copy) of the status of the first character to be trained at the time the training scenario is completed.

[0060] The status of the character to be trained (first character to be trained) includes, for example, current parameters, acquired skills, acquireable skill information, and current skill points. The status of the character to be trained is created, for example, at the start of the training scenario and released at the end (after the character that has been trained is generated).

[0061] The current parameters include the current parameters after the start of the development scenario. The current parameters include a plurality of types of parameters. For example, the current parameters include speed, stamina, power, guts, intelligence, physical strength, and motivation. In other words, the status corresponding to the first development target character includes a plurality of types of parameters. In addition, as the initial values ​​of the current parameters, for example, basic parameters included in the status information of the character to be trained in character information 50B, which will be described later, are stored.

[0062] The acquired skills include the basic skills (skill ID) of the character to be trained and the skills (skill ID) acquired by the character to be trained after the start of the training scenario. In other words, the status corresponding to the first character to be trained includes the skills acquired by the first character to be trained.

[0063] The acquireable skill information includes acquireable skills (skill IDs) that the character to be trained can acquire, and consumed skill points. The acquireable skills include, for example, skills that exist before the start of the training scenario (initial stage) and skills that are added when an event occurs in the training scenario. The consumed skill points include skill points consumed by the character to be trained to acquire the acquireable skills. In the first embodiment, when an acquireable skill that is already included in the acquireable skill information is redundantly added due to the occurrence of an event, the progress means 56 reduces the consumed skill points corresponding to the acquireable skill.

[0064] The current skill points include the skill points possessed by the character being trained (player).

[0065] The status of a fully trained character includes trained parameters and acquired skills.

[0066] The raised parameters include, for example, the current parameters of the first character to be raised at the end of the raising scenario. That is, the status corresponding to the raised character includes multiple types of parameters.

[0067] The acquired skills include, for example, the acquired skills of the first character to be trained at the end of the training scenario. The acquired skills include basic skills and the skills acquired by the first character to be trained at the end of the training scenario. In other words, the status corresponding to the trained character includes the acquired skills.

[0068] The status of the support character includes, for example, a current level. This current level is increased (strengthened) by, for example, synthesizing a base support character with a material support character, a material item, coins, or the like.

[0069] The owned item information includes item IDs and the number of various items owned by the player. Examples of such items include paid stones, unpaid stones, stamina recovery items, and support items. The paid stones and unpaid stones are consumed when playing a lottery game or when recovering stamina. In addition, the support items can, for example, strengthen or recover the current parameters of the character to be trained in a training scenario.

[0070] The owned coin information includes the number of coins owned by the player. These coins are consumed, for example, when increasing the current level of a support character (strength synthesis).

[0071] The stamina information includes the player's current stamina value and stamina upper limit. The current stamina value is the value consumed when the player executes the development scenario. This current stamina value increases by a certain amount (e.g., 1) after a certain amount of time (e.g., 3 minutes) has passed, and recovers to the stamina upper limit. In addition, this current stamina value can be recovered beyond the stamina upper limit by the player consuming paid stones, unpaid stones, stamina recovery items, etc.

[0072] The friend information includes the player IDs of players who are friends with the player and players who the player follows. For example, the friend information can store the player IDs of up to 20 players.

[0073] The battle game history includes, for each battle game played by a player, the battle game start date and time, character information, game results, etc., associated with the battle game ID of the battle game. The character information includes, for example, an owned character ID whose type is a character that has been trained, as information indicating one or more characters that have been trained that have been used in the battle game. The game result includes, for example, flag information indicating whether the game was won or lost.

[0074] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the names, images, status information, and rarity of the characters to be trained and the support characters. This character information 50B is updated as the game operator updates the game.

[0075] The status information includes information regarding the status of the character to be trained and the support character.

[0076] For example, the status information of the character to be trained includes basic parameters, attainment criteria, basic skills, preferential status, and the like.

[0077] The basic parameters include parameters before the start of the development scenario. The basic parameters include a plurality of types of parameters. For example, the basic parameters include speed, stamina, power, tenacity, intelligence, physical strength, and motivation.

[0078] The attainment standard values ​​include predetermined standard values ​​corresponding to each type of parameter included in the basic parameters. For example, different values ​​are set for the attainment standard values ​​for at least two different characters to be trained. Specifically, the attainment standard values ​​of character A, which is a character to be trained, are 300 for speed, 200 for stamina, 400 for power, 500 for tenacity, 200 for wisdom, 300 for physical strength, and 100 for motivation. On the other hand, the attainment standard values ​​of character B, which is a character to be trained, are 400 for speed, 100 for stamina, 200 for power, 300 for tenacity, 200 for wisdom, 400 for physical strength, and 200 for motivation.

[0079] Basic skills are unique skills (skill IDs) that the character being trained has already acquired before the start of the training scenario.

[0080] The preferential status is, for example, a status that can be developed to advantageously progress a target game included in a development scenario. For example, the preferential status is a predetermined skill that can be acquired to advantageously progress the target game. Also, for example, the preferential status is a predetermined type of parameter that can be increased to advantageously progress the target game. In other words, the player can advantageously progress the target game by preferentially developing the preferential status of the first development target character. Also, for example, the preferential statuses corresponding to at least two characters to be trained are different statuses.

[0081] Specifically, the preferred status of character A, a character to be trained, is the skill "good at racing in the rain." For example, the preferred status of character B, a character to be trained, is the parameters "power" and "tenacity." For example, the preferred status of character C, a character to be trained, is the parameter "stamina." For example, the preferred status of character D, a character to be trained, is the parameter "intelligence" and the skill "good at running in clockwise directions."

[0082] Also, for example, the status information of the support character includes the event ID of the predetermined event to be generated and the support effect.

[0083] The support effect includes a parameter change rate and an event occurrence rate for each level (current level). The parameter change rate is, for example, the rate at which one or more predetermined parameters are changed (increased) in the development scenario. The predetermined parameters are, for example, various types of parameters (speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) or some or all of the skill points. The event occurrence rate is, for example, the probability of generating one or more predetermined events corresponding to the support character.

[0084] The parameter change rate and event occurrence rate will be higher, for example, as the current level of the organized support character is higher. For example, when the current level of character S, a support character, is 1 to 19, the parameter change rate of stamina, which is a predetermined parameter of character S, is 10%, and the event occurrence rate of event S, which is a predetermined event of character S, is 15%. Also, for example, if the current level of character S, a support character, is 20 to 39, the parameter change rate of stamina, which is a predetermined parameter of character S, is 20%, and the event occurrence rate of event S, which is a predetermined event of character S, is 25%.

[0085] In the first embodiment, the amount of change in a predetermined parameter or the amount of skill points granted is changed for each turn based on the parameter change rate of some or all of the support characters organized (determined). For example, if the amount of change in speed corresponding to the first character to be developed in a certain turn is +10 and the total value of the parameter change rates of all support characters whose specified parameter is speed is 0%, the amount of change in speed is set to +10. Also, if the amount of change in speed corresponding to the first character to be developed in a certain turn is +10 and the total value of the parameter change rates of all support characters whose specified parameter is speed is 10%, the amount of change in speed is set to +11. Also, for example, if the amount of stamina change corresponding to the first character to be developed in a certain turn is +20, and the total value of the parameter change rate of all support characters whose specified parameter is stamina is 20%, the amount of change in the speed is set to +24. Also, for example, if the amount of skill points granted (reference amount) corresponding to the first character to be developed in a certain turn is 30, and the total parameter change rate of all support characters whose specified parameters are skill points is 20%, the amount of skill points granted will be 36.

[0086] In the first embodiment, a lottery is held each turn to determine whether a predetermined event will occur, based on the event occurrence rate of some or all of the organized (determined) support characters. For example, in each turn, a lottery is held to determine whether or not to execute one or more events based on the event occurrence rates of predetermined events corresponding to each of all supporting characters.

[0087] Rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, by the number of stars. For example, a character to be trained with a high rarity is set with high basic parameters and basic skills that are advantageous (effective) in the target game. Also, for example, a support character with a high rarity is set with a high parameter change rate and event occurrence rate at each level (current level).

[0088] The training game information 50C is stored for each training game in association with the training game ID of the training game. The training game information 50C includes result information according to the execution of the training game (for example, various training).

[0089] The outcome information includes the amount of change in parameters and the amount of skill points granted. For example, in the first embodiment, the training game includes a first training game and a second training game. The first training game is a normal training game in which training can be carried out at normal training facilities. On the other hand, the second training game is a special training game in which training can be carried out at a training camp. For example, the special training game has a larger amount of change in parameters (e.g., increase) based on the execution of training and a larger amount of skill points granted than the normal training game.

[0090] The target game information 50D is stored for each target game in association with the target game ID of the target game. The target game information 50D includes race conditions, rival character information, and reward information.

[0091] Race conditions include the race name, attributes of the race track, race distance, lap direction (counterclockwise or clockwise), season (time of year), weather (sunny, cloudy, rainy, snowy), gate number (1-6), rival character strategy, and clear conditions.

[0092] The attributes of the race track include the name and condition of the race track (good, slightly heavy, heavy, poor). The race distance includes the distance from the start to the finish line at the race track. Examples of this distance include short distance, medium distance, long distance, etc. For example, if the race distance is long distance (2500m to 3600m), the first character to be trained, which has a high stamina parameter, will have an advantage.

[0093] The clearing conditions include the conditions for proceeding to the next turn, such as finishing within a predetermined rank in the target game (target race).

[0094] The rival character information includes the character ID, parameters, and skills of a character that will race with the first character to be trained. The rival character is, for example, an NPC (Non Player Character).

[0095] The reward information includes a reward according to the performance (e.g., ranking) of the target game. Examples of the reward include skill points, acquireable skills (skill IDs), various parameters, items, etc. In the first embodiment, the higher the performance of the target game, the more rewards (e.g., skill points, acquireable skills, various parameters) are granted (added) to the first character to be trained.

[0096] The development scenario information 50E is stored for each development scenario in association with the development scenario ID of the development scenario. The development scenario information 50E includes the name of the development scenario, consumed stamina, turn information, and the like.

[0097] The consumed stamina includes the number of stamina consumed to execute the development scenario once. For example, the consumed stamina of a certain development scenario is 30. Also, for example, the consumed stamina of another development scenario is 40.

[0098] The turn information includes the maximum number of turns included in the development scenario and game information. For example, the maximum number of turns in a certain development scenario is 50. The game information includes a development game ID or a target game ID in association with each turn.

[0099] For example, in a certain development scenario, turns 1 to 5, 7 to 15, 27 to 35, and 37 to 45 are associated with a first development game (normal development game), turns 17 to 25 are associated with a second development game (special development game), and turns 6, 16, 26, 36, and 46 to 50 are associated with a target game (target race).

[0100] The skill information 50F is stored for each skill in association with the skill ID of the skill. The skill information 50F includes skill effects and activation conditions.

[0101] The skill effect is an effect that is exerted in the target game or the battle game. Examples of this effect include "become good at A race tracks", "become good at long distances", "become good at good conditions", "become good at summer races", "become good at rainy races", "become good at clockwise races", "become good at races with gate numbers 1 to 3", "become good at races where there are no rival characters with the same strategy", etc.

[0102] The activation condition includes the race condition under which the skill is activated. For example, the activation condition includes the attributes (name and condition) of the race track, the race distance, the lap direction, the season, the weather, the starting gate number, the strategy of the rival character, and the like. For example, if the skill effect is "become good at A race track", the activation condition is that the name of the race track included in the race condition is "A race track". Also, for example, if the skill effect is "become good at long distance", the activation condition is that the race distance included in the race condition is "long distance (2500m to 3600m)". Also, for example, if the skill effect is "become good at good conditions", the activation condition is that the condition of the race track included in the race condition is "good". Also, for example, if the skill effect is "become good at summer races", the activation condition is that the season included in the race condition is "summer (June to August)". Also, for example, if the skill effect is "become good at rainy races", the activation condition is that the weather included in the race condition is "rain". Also, for example, if the skill effect is "become good at clockwise races", the activation condition is that the lap direction included in the race conditions is "clockwise". Also, for example, if the skill effect is "become good at races with gate numbers 1 to 3", the activation condition is that the gate number included in the race conditions is any of "1 to 3". Also, for example, if the skill effect is "become good at races where there are no rival characters with the same strategy", the activation condition is that the strategies of all rival characters included in the race conditions are different from the strategy of the first training target character.

[0103] The event information 50G is stored for each event in association with the event ID of the event. The event information 50G includes the name of the event, an event image, a skill (skill ID), and the like.

[0104] An event image is an image that is displayed when an event occurs. The event image includes, for example, an image showing a support effect (amount of change in a parameter or an acquireable skill).

[0105] The skills include acquireable skills (skill IDs) that are added to the first character to be trained when an event occurs.

[0106] The organizing means 52 is a functional means for manually or automatically organizing a deck consisting of a predetermined number (for example, six) or less of support characters by the player. For example, the organizing means 52 automatically organizes five support characters included in the player's owned characters and one support character owned by another player who is in a friend relationship with the player. Here, if the player's owned characters include less than five support characters, the organizing means 52 automatically organizes a deck consisting of all support characters owned by the player and one support character owned by another player who is in a friend relationship with the player. In other words, if the player's owned characters include six or more support characters, the organizing means 52 automatically organizes a deck consisting of five support characters that are part of the support characters and one support character owned by another player who is in a friend relationship with the player.

[0107] In the first embodiment, before the start of a development scenario for developing a first development target character, the organization means 52 automatically organizes a predetermined number or less of support characters from among the support characters associated with the player. Examples of the support characters associated with the player include support characters owned by the player, support characters owned by other players who are friends with the player, support characters owned by other players who the player follows, support characters owned by other players selected at random, and support characters owned by players who belong to the same team as the player.

[0108] For example, when the player instructs to start a training scenario and select a first character to be trained, and then instructs the automatic formation button, the formation means 52 automatically forms a predetermined number or less of support characters. Specifically, the formation means 52 refers to the owned content information in the player information 50A, and automatically forms a maximum of five support characters from among the support characters owned by the player, and one support character from among the support characters owned by another player (for example, another player who is a friend of the player).

[0109] In the first embodiment, when the possessed character information in the player information 50A does not include a character that has been trained, that is, when the player has not generated any characters that have been trained, the organizing means 52 automatically prioritizes support characters with high parameter change rates or event occurrence rates (for example, support characters with high rarity or support characters with high current levels, etc.) from among the support characters associated with the player. Specifically, the organizing means 52 refers to the possessed character information in the player information 50A and the support character status information in the character information 50B, etc., and automatically organizes support characters with high total values ​​of parameter change rates for each of the predetermined parameters (for example, first to third place) from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters with high total values ​​of event occurrence rates for each of the predetermined events (for example, first to third place) from among the remaining support characters associated with the player.

[0110] Furthermore, in the first embodiment, before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with a status corresponding to a trained character generated by the generating means 58. For example, after the end of a certain training scenario and before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with a status corresponding to a certain trained character (one trained character) generated from a certain training target character by the generating means 58 with the end of the certain training scenario.

[0111] For example, when organizing a predetermined number (e.g., six) or less of support characters, the organizing means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and automatically organizes some support characters (e.g., two characters) with high parameter change rates and event occurrence rates from among the support characters associated with the player, and support characters (e.g., four characters) according to the status corresponding to a certain character whose training has been completed. Note that the organizing means 52 may automatically organize all support characters according to the status corresponding to a certain character whose training has been completed. Examples of this certain completed training character include a certain completed training character (the most recently generated completed training character) generated from a certain training target character trained in a training scenario executed immediately before a new training scenario, among the completed training characters included in the owned character information in player information 50A, a certain completed training character generated from a certain training target character trained in a training scenario executed a certain number of times ago, a certain completed training character selected at random, etc.

[0112] For example, before the start of a new training scenario, the organizing means 52 identifies a skill that the trained character has not acquired as a specific skill, and automatically organizes support characters that generate a support effect that causes a trained character (first trained character) to acquire the specific skill. Specifically, the organizing means 52 refers to the status of the trained character in the possessed character information in the player information 50A, and if a trained character has not acquired the skills "become good at A racetrack" and "become good at summer races", identifies the skill as a specific skill. Next, the organizing means 52 refers to the status (current level) of the support character in the possessed character information, friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to second place) with a high event occurrence rate that causes an event (an event to be added to the acquireable skill) that causes the first trained character to acquire each specific skill. Next, the organizing means 52 automatically organizes support characters (for example, first to fourth places) having the highest total value of the parameter change rate of each of the predetermined parameters from among the remaining support characters associated with the player.

[0113] Also, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to a trained character that have not reached a reference value, and automatically organizes support characters that generate a support effect that increases a specific parameter corresponding to a trained character (first trained character). Specifically, the organizing means 52 refers to the status of the trained character in the possessed character information in the player information 50A and the reached reference value of the trained character's status information in the character information 50B, and identifies, as specific parameters, parameters (e.g., speed and power) that are lower than the reached reference value corresponding to the trained character among the various types of parameters corresponding to a certain trained character generated from a certain trained character. Next, the organizing means 52 refers to the status (current level) of the support character in the possessed character information, friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to fourth place) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., speed and power) corresponding to the first trained character from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters having the highest total event occurrence rates corresponding to the respective predetermined events (for example, first and second places) from among the remaining support characters associated with the player.

[0114] The determination means 54 is a functional means for determining a support character or the like to be used for the character to be developed.

[0115] In the first embodiment, the determination means 54 determines, in response to a determination instruction from the player (e.g., an instruction to the determination button), a predetermined number or less of support characters automatically organized by the organization means 52 as support characters to be used for the first character to be developed.

[0116] Furthermore, the determination means 54 determines, in response to a determination instruction from the player (for example, an instruction to the determination button), a predetermined number or less of support characters manually organized by the player as support characters to be used for the first character to be developed.

[0117] In addition, when the player gives an instruction operation to change some of the support characters, which are a predetermined number or less and have been automatically organized by the organization means 52, to other support characters and then gives a decision instruction (e.g., an instruction to the decision button), the determination means 54 determines the support characters among the automatically organized support characters for which the instruction operation has not been performed and some of the support characters changed by the instruction operation as support characters to be used for the first character to be developed.

[0118] The progression means 56 is a functional means for progressing the training scenario and the battle game.

[0119] In the first embodiment, the progression means 56 generates a support effect according to the determined support character and progresses a development scenario in which a status corresponding to a development target character (first development target character) is updated (changed). For example, in a development scenario in which a first development target character is developed, the progression means 56 executes a development game and a goal game in which the first development target character challenges a goal in a predetermined order. For example, the progression means 56 refers to the turn information of the development scenario information 50E and executes the development game or the goal game for each turn in a predetermined order.

[0120] For example, the progression means 56 causes the first character to be trained to perform one of training, rest, and practice race during one turn of the training game, and updates (increases or decreases) the current parameters (e.g., speed, stamina, power, guts, intelligence, physical strength, motivation, etc.) corresponding to the first character to be trained. Specifically, the progression means 56 refers to the results information in the training game information 50C, and changes (e.g., increases) some or all of the current parameters of the first character to be trained in accordance with the execution of the training game (e.g., various training) selected by the player. For example, the progression means 56 changes the amount of change in the current parameters based on the parameter change rate of the determined support character. Specifically, the progression means 56 changes the amount of change in the current parameters corresponding to the first character to be trained, referring to the current levels of some or all of the support characters organized in the player information 50A and the parameter change rate of the support characters in the character information 50B.

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

[0122] Also, for example, the progression means 56 executes the target game according to the preferential status of the first character to be trained.

[0123] For example, when the preferential status of a first character to be trained is a skill of "becoming good at racetrack A" by referring to the status information (preferential status) of the character to be trained in the character information 50B, the progression means 56 allows the first character to be trained to advantageously progress through the target game if the first character to be trained has acquired the skill. Specifically, the progression means 56 allows the first character to be trained to advantageously progress through the target game if the first character to be trained has acquired the skill by changing the racetrack of the race conditions in the target game information 50D to "racetrack A".

[0124] Furthermore, for example, the progression means 56 refers to the status information (preferential status) of the development target character in the character information 50B, and when the preferential status of the first development target character is a "power" parameter, the progression means 56 advantageously progresses the target game when the parameter of the first development target character is high. Specifically, the progression means 56 increases the amount of increase in acceleration the higher the "power" of the first development target character is in the middle or later stage of the race of the target game (target race), but further increases the amount of increase in acceleration when the preferential status of the first development target character is a "power" parameter.

[0125] Also, for example, when the first character to be trained has acquired a skill that matches the conditions (race conditions) included in the target game, the progression means 56 activates the skill to execute the target game advantageously. For example, the progression means 56 refers to the basic skills and acquired skills of the character to be trained in the player information 50A, the race conditions of the target game information 50D, and the activation conditions of the skill information 50F, and extracts the skill (basic skill or acquired skill) of the first character to be trained that matches the race conditions and the activation conditions. Next, the progression means 56 activates the extracted skill in the target game (target race), and controls so that the first character to be trained has an advantageous (higher) result in the target game.

[0126] In the first embodiment, the progression means 56 performs a lottery based on the event occurrence rate of some or all of the organized support characters by executing the training game or the target game, and if the lottery is won, the skill corresponding to a predetermined event is set as the acquireable skill of the training target character (first training target character). For example, the progression means 56 executes the training game or the target game in response to a request (operation instruction) from the player for each turn. Next, the progression means 56 refers to the current level of some or all of the organized support characters in the player information 50A, the event occurrence rate of the support characters in the character information 50B, the event information 50G, etc., and draws an event to be generated based on the event occurrence rate. Next, if the event lottery is won, the progression means 56 refers to the skill in the event information 50G and adds the skill corresponding to the won event to the acquireable skill of the first training target character in the player information 50A.

[0127] In the first embodiment, the progression means 56 restricts the continuation of the development scenario when the performance of the development target character (first development target character) in the target game does not satisfy the clearing condition. For example, the progression means 56 refers to the clearing condition of the race conditions in the target game information 50D, and when the performance (e.g., ranking) of the development target character in the target game (target race) does not satisfy the clearing condition (e.g., within the top three), inquires the player whether to end the development scenario or continue the target game.

[0128] Furthermore, in the first embodiment, the progression means 56 grants skill points to the character to be trained (first character to be trained) based on the execution of the training game or the target game. For example, the progression means 56 refers to the granted skill points of the training game 50C and grants skill points to the character to be trained in accordance with the execution of the selected training game (training, etc.). Also, for example, the progression means 56 refers to the reward information of the target game information 50D and grants skill points to the character to be trained according to the results of the target game (target race).

[0129] In the first embodiment, the progression means 56 executes a battle game in which a fully trained character generated from a first trained character trained in a training scenario competes against a fully trained character generated from a trained character trained by another player. For example, the progression means 56 executes a battle game (e.g., a battle race) using various types of parameters and skills corresponding to each fully trained character, and allows a winning player to acquire rewards such as items and coins. The progression means 56 may also allow a player who loses the battle game to acquire rewards such as items and coins. In this case, the number of items and coins acquired by the losing player is less than the number of items and coins acquired by the winning player.

[0130] The generating means 58 is a functional means for generating a character that has been fully developed.

[0131] In the first embodiment, the generating means 58 generates a training target character (first training target character) as a completed training character when the training scenario ends. For example, the generating means 58 stores the completed training character, which is a copy of the character ID and status of the first training target character at the time when the training scenario ends, in the possessed character information of the player information 50A. That is, the generating means 58 generates a completed training character with the same current parameters and acquired skills as the first training target character at the time when the training scenario ends.

[0132] In the first embodiment, the status corresponding to the trained character generated from the trained character (first trained character) includes the acquired skill. For example, this skill is the same as the acquired skill (basic skill and skill acquired in the training scenario) included in the status of the trained character at the end of the training scenario.

[0133] In the first embodiment, the status corresponding to the character that has been trained and generated from the character to be trained (the first character to be trained) includes a plurality of types of parameters. For example, the plurality of types of parameters are the same as the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, motivation, etc.) included in the status of the character to be trained at the end of the training scenario.

[0134] In the first embodiment, the status corresponding to the fully trained character affects the update (change) of the status corresponding to the character to be trained (first character to be trained) together with the support character determined by the determination means 54 in the new training scenario. For example, the determination means 54 determines a predetermined number or less of support characters to be used to train the first character to be trained and fully trained characters (for example, two characters) to assist in training the first character to be trained in response to a determination instruction from the player in the new training scenario. The fully trained characters may be automatically organized by the organization means 52 in descending order of the total value of the parameters, or may be organized by an arbitrary selection instruction from the player. Next, in the new training scenario, the progressing means 56 generates a first support effect corresponding to the determined support character for the first character to be trained, and generates a second support effect corresponding to the status of the determined character whose training has been completed, for each turn.

[0135] The second support effect is, for example, changing (increasing) the current parameters corresponding to the first character to be trained according to multiple types of parameters included in the status of the trained character. Specifically, the second support effect is increasing each of the current parameters of the first character to be trained by a bonus value of 1% of each type of parameter included in the status of the trained character. The second support effect is, for example, to allow the first character to be trained to acquire a skill in accordance with the acquired skill included in the status of the trained character. Specifically, the second support effect is to set the acquired skill included in the status of the trained character as the basic skill of the first character to be trained.

[0136] In the first embodiment, the status corresponding to the trained character affects the outcome of the battle game using the trained character different from the training scenario. For example, the progression means 56 executes the battle game (battle race) according to each type of parameter or skill corresponding to one or more trained characters selected by the player.

[0137] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to the first embodiment. The processing of the following steps is started, for example, when a player selects one development scenario (a new development scenario) in the development scenario menu and then selects a first character to be developed. The initial value of the variable n described below is 0. The order and contents of the following steps can be changed as appropriate.

[0138] (Step SP10) The progression means 56 displays a support selection screen for the player to select a support character.

[0139] FIG. 6 is a diagram showing an example of a support selection screen 60 in the first embodiment.

[0140] As shown in FIG. 6, the support selection screen 60 has a character information area 62 to be developed, a support deck information area 63, a manual formation button 64, a reset button 65, an automatic formation button 66, a back button 67, and a decision button 68. In the development target character information area 62, an image of the first development target character and the like are displayed. In the support deck information area 63, images of a predetermined number or less of support characters organized by the player are displayed. The manual organization button 64 is a button (instruction area) for displaying a list screen of support characters corresponding to the player and instructing to manually organize one support character. For example, the player can display a list screen of support characters owned by the player by instructing the manual organization button 64 other than the rental slot, and manually organize one support character. In addition, the player can display a list screen of support characters owned by other players who are friends with the player, and manually organize one support character by instructing the manual organization button 64 of the rental slot. The reset button 65 is a button for issuing an instruction to cancel the selection state of all characters selected as support characters. The automatic formation button 66 is a button for issuing an instruction to automatically form a predetermined number of support characters or less. The back button 67 is a button for issuing an instruction to close the support selection screen 60 and return to a screen for reselecting the first character to be trained. The decision button 68 is a button for issuing an instruction to decide a manually or automatically organized support character as a support character to be used for the first character to be developed (support character to be organized).

[0141] Returning to FIG. 5, the process proceeds to step SP12.

[0142] (Step SP12) The progress means 56 determines whether or not the automatic formation button has been designated on the support selection screen. If the determination is affirmative, the process proceeds to step SP14, whereas if the determination is negative, the process proceeds to step SP18.

[0143] (Step SP14) The organizing means 52 automatically organizes a predetermined number or less of support characters based on the status of the character that has been raised and created by the player.

[0144] For example, the organizing means 52 identifies a skill that a certain trained character has not acquired among trained characters generated by the player. Specifically, the organizing means 52 refers to the status of the trained character in the possessed character information in the player information 50A, and identifies a skill (for example, "become good at long distance running" and "become good at summer races") that the trained character generated in the immediately previous training scenario has not acquired as a specific skill.

[0145] Next, the organizing means 52 automatically organizes support characters associated with the player into support characters with high parameter change rates and event occurrence rates (e.g., first to second place) and support characters that generate support effects that cause the first development target character to acquire each of specific skills (e.g., first to fourth place). Then, the process proceeds to step SP16.

[0146] (Step SP16) The progression means 56 reflects the support characters automatically organized in step SP14 on the support character selection screen.

[0147] FIG. 7 is a diagram showing an example of a support character selection screen 60 including automatically organized support characters in the first embodiment.

[0148] As shown in FIG. 7, a support deck information area 63 on the support character selection screen 60 displays images and the like of a predetermined number or less of support characters that were automatically organized in step SP14.

[0149] Returning to FIG. 5, the process proceeds to step SP18.

[0150] (Step SP18) The progression means 56 determines whether or not the decision button has been pressed by the player on the support character selection screen. If the determination is affirmative, the determination means 54 determines that the organized support characters, which are equal to or less than the predetermined number, are to be used for the first character to be developed. Then, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP12.

[0151] (Step SP20) The progression means 56 increments (+1) the variable n, which is the current turn number in the development scenario. For example, the progression means 56 refers to the game information of the turn information in the development scenario information 50E, and starts a game (development game or target game) corresponding to the current turn number (variable n) in the development scenario.

[0152] For example, when the game corresponding to the current turn number is a training game, the progression means 56 accepts a selection of a training event for one of training, rest, and practice race from the player. Then, the progression means 56 executes the training game related to the selected training event.

[0153] Also, for example, when the game corresponding to the current turn number is the target game, the progression means 56 displays a skill acquisition screen on the touch panel 32 before the execution of the target game based on an instruction from the player. Next, the progression means 56 consumes the skill points given to the first training target character on the skill acquisition screen to cause the first training target character to acquire one or more skills from among the skills that the first training target character can acquire. Next, the progression means 56 executes the target game by referring to the status (current parameters and acquired skills) of the training target character in the player information 50A and the race conditions and rival character information in the target game information 50D.

[0154] Here, the progression means 56 executes the target game according to the preferential status of the first character to be trained. For example, when the preferential status of a first character to be trained is a skill of "becoming good at racing in the rain" by referring to the status information (preferential status) of the character to be trained in the character information 50B, the progression means 56 allows the target game to proceed advantageously when the first character to be trained has acquired the skill. Specifically, the progression means 56 changes the weather of the race conditions in the target game information 50D to "rain" to allow the target game to proceed advantageously when the first character to be trained has acquired the skill. Also, for example, the progression means 56 refers to the status information (preferential status) of the development target character in the character information 50B, and when the preferential status of the first development target character is a "stamina" parameter, the progression means 56 advantageously progresses the target game when the parameter of the first development target character is high. Specifically, the progression means 56 changes the race distance of the race conditions in the target game information 50D to "long distance", thereby advantageously progressing the target game when the parameter of the first development target character is high. Then, the process proceeds to step SP22.

[0155] (Step SP22) The progression means 56 executes an event lottery, and generates an event if the event lottery is won. For example, the progression means 56 refers to the status (current level) of the support character in the owned character information in the player information 50A, the status information of the support character in the character information 50B, and the like, and performs a lottery to determine whether or not to generate one or more events according to the event occurrence rate of each support character determined in step SP18.

[0156] Next, if the event lottery is won, i.e., if the lottery to generate one or more events is won, the progress means 56 refers to the event image in the event information 50G and displays an event screen (not shown) showing the won event on the touch panel 32.

[0157] Next, the progress means 56 refers to the skills in the event information 50G and adds the skill corresponding to the selected event to the acquireable skills of the character to be trained. It should be noted that if the event lottery is not won, the progression means 56 will not display the event screen or add any acquireable skills. Then, the process proceeds to step SP24.

[0158] (Step SP24) The progression means 56 changes the status of the first character to be developed.

[0159] For example, when the game corresponding to the current turn number is a training game, the progression means 56 updates (changes) the current parameters and current skill points of the first character to be trained according to the training event selected by the player and the parameter change rate corresponding to the support character that has been organized (determined in step SP18).

[0160] Specifically, the progress means 56 refers to the result information of the training game information 50C, and calculates the change amount of the current parameters (speed, stamina, power, guts, wisdom, physical strength, motivation) and the standard amount of the skill points to be granted according to the training type selected by the player (e.g., training), the lottery probability for the status change (e.g., the probability of lotterying a value that increases or decreases the standard amount), the type of training game (first training game or second training game), etc. Next, the progress means 56 refers to the status (current level) of the support character in the owned character information in the player information 50A and the status information (support effect) of the support character in the character information 50B, etc., and changes the current parameters (speed, stamina, power, guts, wisdom, physical strength, motivation) and the current skill points, etc., by multiplying the parameter change rate of each support character determined in step SP18 by the calculated standard amount as a change value.

[0161] Also, for example, when the game corresponding to the current turn number is the target game, the progression means 56 increases the current parameters (speed, stamina, power, tenacity, intelligence, physical strength, and motivation) or increases the current skill points according to the ranking at the end of the executed target game. Note that the progression means 56 may change (further increase) the increase amount of the current parameters or current skill points based on the parameter change rate corresponding to the organized support character (determined in step SP18). Then, the process proceeds to step SP26.

[0162] (Step SP26) The progression means 56 displays a development result screen for showing the development result of the first development target character in the turn.

[0163] FIG. 8 is a diagram showing an example of the development result screen 70 in the first embodiment.

[0164] As shown in FIG. 8, the training result screen 70 is provided with a training target character information area 72 and a status change information area 74. In the development target character information area 72, an image of the first development target character and the like are displayed. The status change information area 74 indicates that the current parameters corresponding to the first character to be developed have been changed.

[0165] Returning to FIG. 5, the process proceeds to step SP28.

[0166] (Step SP28) The progression means 56 determines whether the development scenario has ended. For example, the progression means 56 refers to the turn information of the development scenario information 50E, and makes a positive determination when the current turn number (variable n) is the maximum turn number. If the determination is affirmative, the process proceeds to step SP30. On the other hand, if the determination is negative, the process proceeds to step SP20.

[0167] (Step SP30) The generating means 58 generates the first character to be trained as a completed character when the training scenario ends. For example, the generating means 58 generates a completed character with the same current parameters and acquired skills as those of the first character to be trained at the end of the training scenario. Specifically, the generating means 58 copies (transfers) the status (current parameters and acquired skills) of the first character to be trained as the status of a new completed character in the possessed character information of the player information 50A. Then, the series of processes shown in FIG. 5 ends.

[0168] (Example 2) In the above-mentioned specific example 1, it was explained that the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to a certain fully trained character associated with the player, but it may also be configured to change the support characters to be automatically organized in accordance with the status corresponding to each of multiple fully trained characters associated with the player. In other words, before the start of a new training scenario, the organizing means 52 may automatically change the support characters to be organized in accordance with the status corresponding to each of a plurality of completed training characters generated upon completion of a previously executed training scenario.

[0169] For example, the organizing means 52 identifies a skill that each of the multiple characters that have been trained has not acquired before the start of a new training scenario as a specific skill, and automatically organizes support characters that generate a support effect that causes a training target character (first training target character) to acquire the specific skill. Specifically, the organizing means 52 refers to the status of the trained character in the possessed character information in the player information 50A, and if each of two or more trained characters or all trained characters generated in each training scenario has not acquired the skill "become good at long distance running", identifies the skill as a specific skill. Next, the organizing means 52 refers to the possessed character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes support characters (e.g., first to fourth place) that have a high event occurrence rate of an event that causes the first training target character to acquire a specific skill (an event to be added to the acquireable skill) from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (e.g., first to second place) that have a high total value of the event occurrence rate corresponding to each predetermined event from among the remaining support characters associated with the player.

[0170] Also, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to a plurality of characters that have been trained that have low statistical values ​​(for example, total value, average value, median value, etc.), and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained (first character to be trained). Specifically, the organizing means 52 refers to the status of the characters that have been trained in the possessed character information in the player information 50A, and calculates the total value of each type of parameter corresponding to some or all of the characters that have been trained generated in each training scenario. Next, the organizing means 52 identifies, as specific parameters, "guts" that has the lowest total value and "stamina" that has the second lowest total value among the calculated types of parameters. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes support characters (e.g., first to fourth place) having high parameter change rates that change (increase) the amount of change in a specific parameter (e.g., guts and stamina) corresponding to the first character to be developed from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (e.g., first to second place) having high total values ​​of parameter change rates of each of the predetermined parameters from among the remaining support characters associated with the player.

[0171] <Effects> As described above, in the first embodiment, a program for executing a development scenario in which a character to be developed is provided, which causes a computer to function as: an organizing means 52 which automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of the development scenario; a determination means 54 which determines the organized support characters as support characters to be used for the character to be developed in response to instructions from the player; an advancing means 56 which advances the development scenario by generating support effects in accordance with the determined support characters and updating statuses corresponding to the characters to be developed; and a generating means 58 which generates the character to be developed as a fully-developed character upon completion of the development scenario, and the organizing means 52 changes the support characters to be automatically organized in accordance with the statuses corresponding to the generated fully-developed characters before the start of a new development scenario.

[0172] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that corresponds to the status of the generated character that has been trained, thereby making it possible to differ the support effects that occur in the new training scenario and the training results of the character to be trained.

[0173] In addition, in the first embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that the fully trained character has not acquired before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0174] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the character that has completed training to acquire skills that have not been acquired, thereby making it possible to differ the support effects that occur in the new training scenario and the training results of the character to be trained.

[0175] In addition, in the first embodiment, the status corresponding to a character that has been fully trained includes multiple types of parameters, and before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters of each type corresponding to a character that has been fully trained that have not reached a reference value, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0176] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters that have not reached a reference value among the various types of parameters corresponding to characters that have been trained, thereby making it possible to differ the support effects generated in the new training scenario and the training results of the characters to be trained.

[0177] In addition, in the first embodiment, a program for executing a development scenario in which a character to be developed is provided, which causes a computer to function as: an organizing means 52 which automatically organizes a predetermined number or less of support characters from among the support characters associated with the player before the start of the development scenario; a determination means 54 which determines the organized support characters as support characters to be used for the character to be developed in response to instructions from the player; an advancing means 56 which advances the development scenario by generating support effects corresponding to the determined support characters and updating statuses corresponding to the characters to be developed; and a generating means 58 which generates the character to be developed as a completed-development character upon completion of the development scenario, and before the start of a new development scenario, the organizing means 52 changes the support characters to be automatically organized in accordance with the statuses corresponding to each of the multiple completed-development characters generated upon completion of a previously executed development scenario.

[0178] According to this configuration, before starting a new training scenario, the player can be encouraged to use support characters according to the status corresponding to multiple characters that have been previously generated and have been fully trained, thereby making it possible to differ the support effects that arise in the new training scenario and the training results of the characters to be trained.

[0179] In addition, in the first embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that each of the multiple fully trained characters has not acquired before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0180] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows each of the multiple characters that have completed training to acquire a skill that they have not yet acquired, thereby making it possible to differ the support effects that occur in the new training scenario and the training results of the characters to be trained.

[0181] In addition, in the first embodiment, the status corresponding to a fully trained character includes multiple types of parameters, and before the start of a new training scenario, the organizing means 52 identifies, among the various types of parameters corresponding to each of the multiple fully trained characters, a parameter with a low statistical value as a specific parameter, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0182] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases a parameter with a low statistical value among the various types of parameters corresponding to each of a number of completed training characters, thereby making it possible to differ the support effects generated in the training scenario and the training results of the character to be trained.

[0183] Furthermore, in the first embodiment, the status corresponding to a character that has been completely trained influences the update of the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

[0184] According to this configuration, in a new training scenario, the status corresponding to a fully trained character affects the update of the status corresponding to the character to be trained, so that the training results of the character to be trained can be made different and the fully trained characters that are generated can be diversified.

[0185] Furthermore, in the first embodiment, the status corresponding to the trained character affects the outcome of the fighting game using the trained character, which is different from the training scenario.

[0186] According to this configuration, a player can use fully-developed characters, each with a different development result, in a fighting game, thereby making the fighting game more interesting.

[0187] ---Second embodiment--- Next, a second embodiment will be described.

[0188] The second embodiment differs from the first embodiment in that the organization means 52 automatically changes the support characters to be organized according to the status corresponding to the trained character used in the battle game. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to those of the game system 1 according to the first embodiment.

[0189] (Example 1) In the second embodiment, the organizing means 52 changes the support characters to be automatically organized according to the status corresponding to the trained character used in the battle game before the start of a new training scenario. For example, after the end of a certain battle game and before the start of a new training scenario, the organizing means 52 changes the support characters to be automatically organized according to the status corresponding to a certain trained character (one trained character) used in the certain battle game.

[0190] For example, when organizing a predetermined number (e.g., 6 characters) or less of support characters, the organizing means 52 automatically organizes some support characters (e.g., 3 characters) with high parameter change rates or event occurrence rates, and then automatically organizes the remaining support characters (e.g., 3 characters) according to the status corresponding to a certain character that has been trained and used in a certain fighting game. Note that the organizing means 52 may automatically organize all support characters according to the status corresponding to a certain character that has been trained. The certain completed training character may be, among the completed training characters included in the battle game history in the player information 50A, any completed training character used in the battle game executed immediately before the new training scenario (the completed training character used in the battle game most recently), any completed training character used in the battle game a predetermined number of times ago, any completed training character used in a randomly selected battle game, etc. The certain completed training character may be a character designated by the player, a character designated as a leader character or sub-character in the battle game, a character with the lowest parameters, a randomly selected character, etc.

[0191] Also, for example, before the start of a new training scenario, the organization means 52 changes the support characters to be automatically organized according to the status corresponding to the trained character used when the player lost in the battle game. Specifically, the organization means 52 refers to the battle game history in the player information 50A and identifies the trained character information associated with flag information indicating a defeat in the game result. For example, the organization means 52 identifies the trained character information associated with the most recent battle game history or the battle game history a predetermined number of times ago from the battle game history associated with flag information indicating a defeat in the game result. Next, the organization means 52 automatically organizes one or more support characters from the identified trained character information according to the status corresponding to a certain trained character.

[0192] For example, before the start of a new training scenario, the organizing means 52 identifies a skill that the trained character used in the battle game has not acquired as a specific skill, and automatically organizes support characters that generate a support effect that causes the trained character (first trained character) to acquire the specific skill. Specifically, the organizing means 52 refers to the status of the trained character in the owned character information in the player information 50A, and if the identified trained character has not acquired the skills "become good at racing in the rain" and "become good at clockwise rotation", identifies the skill as a specific skill. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support character in the character information 50B, and automatically organizes support characters (e.g., 1st to 6th) that have a high event occurrence rate of an event that causes the first trained character to acquire each specific skill (an event to be added to the acquireable skill) from among the support characters associated with the player.

[0193] Also, for example, before the start of a new training scenario, the organizing means 52 identifies, as specific parameters, parameters that have not reached a reference value among the various types of parameters corresponding to the trained characters used in the battle game, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the trained character (first trained character). Specifically, the organizing means 52 refers to the status of the trained character in the possessed character information in the player information 50A and the reached reference value of the trained character status information in the character information 50B, and identifies, as specific parameters, parameters (e.g., intelligence) that are below the reached reference value corresponding to a trained character before the trained character was generated, among the various types of parameters corresponding to the identified trained character. Next, the organizing means 52 refers to the possessed character information, friend information, and status information of the support character in the character information 50B, and automatically organizes support characters (e.g., first to third place) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., intelligence) corresponding to the first trained character from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (for example, first to third places) having the highest total value of the parameter change rate of each of the predetermined parameters from among the remaining support characters associated with the player.

[0194] <Processing flow> 9 is a flowchart showing an example of the flow of processing performed by each functional means in the game system according to the second embodiment. The processing of the following steps is started, for example, when a player selects one development scenario (a new development scenario) in the development scenario menu and then selects a first character to be developed. The initial value of the variable n described below is 0. The order and contents of the following steps can be changed as appropriate.

[0195] (Step SP40 to Step SP42) The processing in steps SP40 to SP42 is similar to the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted. Then, the process proceeds to step SP44.

[0196] (Step SP44) The organizing means 52 automatically organizes a predetermined number of support characters or less based on the battle game history.

[0197] For example, the organizing means 52 identifies, as the specific parameters, parameters of each type corresponding to a trained character used in a battle game among trained characters generated by a player that have not reached a reference value. Specifically, the organizing means 52 refers to the battle game history in the player information 50A and identifies trained character information associated with flag information indicating a defeat in the game result. For example, the organizing means 52 identifies trained character information associated with the most recent (most recent) battle game history among the battle game histories in which flag information indicating a defeat in the game result is associated.

[0198] Next, the organizing means 52 randomly identifies one completed-training character from the identified completed-training character information as a certain completed-training character.

[0199] Next, the compiling means 52, for example, refers to the status of the completed-training character in the owned character information in the player information 50A and the attainment standard value of the status information of the character to be trained in the character information 50B, and identifies, as a specific parameter, a parameter (e.g., intelligence) among the various types of parameters (trained parameters) corresponding to a certain completed-training character that is below the attainment standard value corresponding to a certain character to be trained before the certain completed-training character was generated.

[0200] Next, the organizing means 52 refers to the owned character information and friend information in the player information 50A and the status information of the support characters in the character information 50B, and automatically organizes, from among the support characters associated with the player, support characters (e.g., 1st to 6th place) that have a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., intelligence) corresponding to the first character to be developed. Then, the process proceeds to step SP46.

[0201] (Step SP46 to Step SP60) The processing in steps SP46 to SP60 is similar to the processing in steps SP16 to SP30 described above, and therefore a description thereof will be omitted. Then, the series of processes shown in FIG. 9 ends.

[0202] (Example 2) In the above-mentioned specific example 1, it was explained that the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to a certain fully trained character used in the fighting game, but it may also be possible to change the support characters to be automatically organized in accordance with the status corresponding to each of a plurality of fully trained characters used in the fighting game. In other words, before the start of a new training scenario, the organizing means 52 may automatically change the support characters to be organized in accordance with the status corresponding to each of a plurality of completed training characters used in previously executed fighting games.

[0203] For example, before the start of a new training scenario, the organization means 52 changes the support characters to be automatically organized according to the status corresponding to each of the multiple trained characters used when losing in the battle game. Specifically, the organization means 52 refers to the battle game history in the player information 50A and identifies the trained character information associated with flag information indicating a defeat in the game result. For example, the organization means 52 identifies the trained character information associated with the most recent battle game history or the battle game history a predetermined number of times ago from the battle game history associated with flag information indicating a defeat in the game result. Next, the organization means 52 automatically organizes one or more support characters from the identified trained character information according to the status corresponding to two or more trained characters or all trained characters.

[0204] For example, the organizing means 52, before the start of a new training scenario, identifies the skills that have not been acquired by each of the multiple trained characters used in the battle game as specific skills, and automatically organizes support characters that generate a support effect that causes the trained character to acquire the specific skills. Specifically, the organizing means 52 refers to the status of the trained characters in the owned character information in the player information 50A and the battle game history, and if each of two or more trained characters used in the battle game (for example, all trained characters or trained characters used in the most recent battle game) has not acquired the skills "become good at rainy races" and "become good at races with gate numbers 1 to 3", identifies the skills as specific skills. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes support characters (for example, 1st to 6th) that have a high event occurrence rate for an event that causes the first trained character to acquire a specific skill (an event to be added to the acquireable skill) from among the support characters associated with the player.

[0205] Also, for example, before the start of a new training scenario, the organizing means 52 identifies a parameter with a low statistical value (e.g., total value, average value, median value, etc.) among the total values ​​of each type of parameter corresponding to each of the multiple trained characters used in the battle game as a specific parameter, and automatically organizes a support character that generates a support effect that increases the specific parameter corresponding to the character to be trained. Specifically, the organizing means 52 refers to the status of the trained character in the owned character information in the player information 50A and the battle game history, and calculates the total value of each type of parameter (trained parameter) corresponding to each of two or more trained characters used in the battle game. Next, the organizing means 52 identifies "motivation" with the lowest total value and "power" with the second lowest total value among the calculated types of parameters as specific parameters. Next, the organizing means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and automatically organizes, from among the support characters associated with the player, support characters (e.g., 1st to 6th place) having a high parameter change rate that changes (increases) the amount of change in a specific parameter (e.g., motivation and power) corresponding to the first character to be developed.

[0206] <Effects> As described above, in the second embodiment, a program for executing a training scenario for training a character to be trained and a fighting game in which fully trained characters can be used is provided, in which a computer functions as an organizing means 52 for automatically organizing a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario, a determination means 54 for determining the organized support characters as support characters to be used for the character to be trained in response to instructions from the player, an advancement means 56 for progressing the training scenario which generates support effects corresponding to the determined support characters and updates the status corresponding to the character to be trained, and a generation means 58 for generating the character to be trained as a fully trained character upon completion of the training scenario, and the organizing means 52 changes the support characters to be automatically organized in response to the status corresponding to the fully trained characters used in the fighting game before the start of a new training scenario.

[0207] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character according to the status corresponding to the completed training character used in the fighting game, thereby making it possible to differ the support effects that arise in the new training scenario and the training results of the character to be trained.

[0208] In addition, in the second embodiment, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized depending on the status corresponding to the trained character used when the player was defeated in the fighting game.

[0209] According to this configuration, before starting a new training scenario, the player can be encouraged to use a support character with a status corresponding to the trained character used when losing the fighting game, thereby making it possible to differ the support effects that arise in the new training scenario and the training results of the character to be trained.

[0210] In addition, in the second embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that have not been acquired by a fully trained character used in a competitive game before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0211] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the character that has been trained to acquire skills that have not been acquired by the character used in the competitive game, thereby making it possible to differ the support effects that occur in the new training scenario and the training results of the character to be trained.

[0212] In addition, in the second embodiment, the status corresponding to the fully trained character includes multiple types of parameters, and the organizing means 52 identifies, before the start of a new training scenario, parameters among the various types of parameters corresponding to the fully trained characters used in the fighting game that have not reached a reference value as specific parameters, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0213] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases parameters that have not reached a reference value among the various types of parameters corresponding to the characters that have been trained and used in the fighting game, thereby making it possible to differ the support effects generated in the new training scenario and the training results of the characters to be trained.

[0214] In addition, in the second embodiment, a program for executing a training scenario for training a character to be trained and a fighting game in which multiple trained characters can be used, causes a computer to function as: an organizing means 52 for automatically organizing a predetermined number or less of support characters from among support characters associated with a player before the start of the training scenario; a determination means 54 for determining, in response to instructions from the player, the organized support characters as support characters to be used for the character to be trained; an advancing means 56 for progressing the training scenario which generates support effects corresponding to the determined support characters and updates status corresponding to the character to be trained; and a generating means 58 for generating the character to be trained as a trained character upon completion of the training scenario, and the organizing means 52 changes the support characters to be automatically organized in accordance with the status corresponding to each of the multiple trained characters used in the fighting game before the start of a new training scenario.

[0215] According to this configuration, before starting a new training scenario, the player can be encouraged to use support characters according to the status corresponding to the multiple trained characters used in the fighting game, thereby making it possible to differ the support effects that arise in the new training scenario and the training results of the characters to be trained.

[0216] In addition, in the second embodiment, before the start of a new training scenario, the organization means 52 automatically changes the support characters to be organized in accordance with the status corresponding to each of the multiple trained characters used when losing the fighting game.

[0217] According to this configuration, before starting a new training scenario, the player can be encouraged to use support characters with status corresponding to the multiple trained characters used when losing the fighting game, thereby making it possible to differ the support effects that arise in the new training scenario and the training results of the characters to be trained.

[0218] In addition, in the second embodiment, the status corresponding to a fully trained character includes acquired skills, and the organizing means 52 identifies skills that have not been acquired by each of the multiple fully trained characters used in the competitive game before the start of a new training scenario as specific skills, and automatically organizes support characters that generate support effects that cause the character to be trained to acquire the specific skills.

[0219] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that allows the player to acquire skills that have not been acquired by multiple trained characters used in the competitive game, thereby making it possible to differ the support effects generated in the new training scenario and the training results of the characters to be trained.

[0220] In addition, in the second embodiment, the status corresponding to the fully trained character includes multiple types of parameters, and the organizing means 52, before the start of a new training scenario, identifies a parameter with a low statistical value among each type of parameter corresponding to each of the multiple fully trained characters used in the fighting game as a specific parameter, and automatically organizes support characters that generate a support effect that increases the specific parameter corresponding to the character to be trained.

[0221] According to this configuration, before the start of a new training scenario, the player can be encouraged to use a support character that generates a support effect that increases a parameter with a low statistical value among the various types of parameters corresponding to the multiple trained characters used in the competitive game, thereby making it possible to differ the support effects generated in the new training scenario and the training results of the characters to be trained.

[0222] Furthermore, in the second embodiment, the status corresponding to a character that has been completely trained affects the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

[0223] According to this configuration, in a new training scenario, the status corresponding to a fully trained character affects the update of the status corresponding to the character to be trained, so that the training results of the character to be trained can be made different and the fully trained characters that are generated can be diversified.

[0224] ---Third embodiment--- Next, a third embodiment will be described.

[0225] The third embodiment differs from the first and second embodiments in that the organizing means 52 automatically organizes support characters that generate a support effect for cultivating a predetermined status corresponding to a character to be developed. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are similar to the configuration and functions of the game system 1 according to the first and second embodiments.

[0226] In the third embodiment, before the start of the training scenario, the organizing means 52 automatically organizes support characters that generate a support effect for developing a favored status corresponding to the first training target character. For example, when the favored status is a predetermined skill, this training may include adding the predetermined skill to the acquireable skills or acquiring the predetermined skill. For example, when the favored status is a predetermined type of parameter, this training may include increasing the parameter.

[0227] For example, the organizing means 52 refers to the status information of the character to be trained in the character information 50B and so on, and identifies the preferential status corresponding to the first character to be trained. Next, the organizing means 52 refers to the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes a support character that will train the preferential status corresponding to the first character to be trained from among the support characters associated with the player.

[0228] In the third embodiment, the organizing means 52 automatically organizes support characters that generate a support effect that allows the first character to be trained to acquire a predetermined skill that is a preferential status. For example, the organizing means 52 refers to the status information of the character to be trained in the character information 50B, and specifies the skills "become good at the A racetrack" and "become good at clockwise turns" as preferential statuses corresponding to the first character to be trained. Next, the organizing means 52 refers to the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to second place) that have a high event occurrence rate of an event (an event to be added to the obtainable skill) that allows the first character to be trained to acquire the skills "become good at the A racetrack" and "become good at clockwise turns" from among the support characters associated with the player.

[0229] In the third embodiment, the organizing means 52 automatically organizes support characters that generate a support effect that increases a predetermined type of parameter, which is a preferential status, for the first character to be raised. For example, the organizing means 52 refers to the status information of the character to be raised in the character information 50B, and specifies a stamina parameter as a preferential status corresponding to the first character to be raised. Next, the organizing means 52 refers to the status (current level) of the support character in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support character in the character information 50B, and automatically organizes support characters (e.g., first to second place) that have a high parameter change rate that changes (increases) the change amount of the stamina parameter corresponding to the first character to be raised from among the support characters associated with the player. Next, the organizing means 52 automatically organizes support characters (e.g., first to fourth place) that have a high total value of the event occurrence rate corresponding to each of the predetermined events from among the remaining support characters associated with the player.

[0230] <Processing flow> Fig. 10 is a flow chart showing an example of the flow of processing performed by each functional means in the game system according to the third embodiment. The processing of the following steps is started, for example, when a player selects one development scenario (a new development scenario) in the development scenario menu and then selects a first character to be developed. The initial value of the variable n described below is 0. The order and contents of the following steps can be changed as appropriate.

[0231] (Step SP70 to Step SP72) The processing in steps SP70 to SP72 is similar to the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted. Then, the process proceeds to step SP74.

[0232] (Step SP74) The organizing means 52 automatically organizes a predetermined number or less of support characters based on the preferential status corresponding to the first character to be developed.

[0233] For example, the organizing means 52 automatically organizes a support character that generates a support effect that increases a predetermined type of parameter for the first character to be developed. Specifically, the organizing means 52 refers to the status information of the character to be developed in the character information 50B and specifies a power parameter as a preferential status corresponding to the first character to be developed.

[0234] Next, the organizing means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and automatically organizes, from among the support characters associated with the player, support characters (e.g., 1st to 6th place) that have a high parameter change rate that changes (increases) the amount of change in the power parameter corresponding to the first character to be developed. Then, the process proceeds to step SP76.

[0235] (Step SP76 to Step SP90) The processing in steps SP76 to SP90 is similar to the processing in steps SP16 to SP30 described above, and therefore a description thereof will be omitted. Then, the series of processes shown in FIG. 10 ends.

[0236] <Effects> As described above, in the third embodiment, a program for executing a development scenario in which a first development target character selected by a player from among a plurality of development target characters is provided, which causes a computer to function as: organizing means 52 for automatically organizing a predetermined number or less of support characters from among support characters associated with the player before the start of the development scenario in which the first development target character is developed; determining means 54 for determining, in response to instructions from the player, the organized support characters as support characters to be used for the first development target character; and progressing means 56 for progressing the development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the first development target character is updated; and the organizing means 52 automatically organizes support characters that generate a support effect for developing a preferential status corresponding to the first development target character before the start of the development scenario, the preferential status being a status that can be used to advantageously progress a target game included in the development scenario through development, and the preferential status corresponding to each of the at least two development target characters being different statuses.

[0237] According to this configuration, by selecting different characters to be developed, the player can be encouraged to use support characters that generate support effects that develop different statuses (favorable statuses), thereby making it possible to vary the support effects generated in each development scenario and the development results of the characters to be developed.

[0238] In addition, in the third embodiment, the status corresponding to the first character to be developed includes an acquired skill, and the preferential status is a predetermined skill that, when acquired, allows the target game to progress advantageously, and the organizing means 52 automatically organizes support characters that generate a support effect that allows the first character to be developed to acquire the predetermined skill.

[0239] According to this configuration, by selecting different characters to be developed, the player can be encouraged to use support characters that generate support effects that allow the player to acquire different skills (favorable status), thereby making it possible to vary the support effects generated in each development scenario and the development results of the characters to be developed.

[0240] In the third embodiment, the target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the more skills the first character to be trained can acquire.

[0241] According to this configuration, the first character to be trained can acquire many skills, which can motivate the player to carry out the training scenario.

[0242] In addition, in the third embodiment, the status corresponding to the first character to be developed includes multiple types of parameters, and the preferential status is a predetermined type of parameter that, when increased, allows the target game to progress advantageously, and the organizing means 52 automatically organizes support characters that generate support effects that increase the predetermined type of parameter corresponding to the first character to be developed.

[0243] According to this configuration, by selecting different characters to be developed, the player can be encouraged to use support characters that generate support effects that increase different types of parameters (favorable status), thereby making it possible to vary the support effects generated in each development scenario and the development results of the characters to be developed.

[0244] In the third embodiment, the target game is a game in which players compete for rankings, and the higher the ranking at the end of the game, the more one or more types of parameters corresponding to the first character to be developed are increased.

[0245] According to this configuration, it is possible to increase one or more types of parameters corresponding to the first character to be developed, thereby providing the player with a motivation to execute the development scenario.

[0246] <Modification> The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0247] For example, in the first embodiment, the progress means 56 is described as conducting an event lottery when the development game or the target game is executed, but the event lottery may also be conducted before the development game or the target game is executed (for example, at the start of a turn).

[0248] Further, in the first embodiment, the progression means 56 is described as displaying the skill acquisition screen before the execution of the target game, but the skill acquisition screen may be displayed before the start of the training game.

[0249] In the first embodiment, the progression means 56 performs a lottery based on the event occurrence rate of the organized support characters, and if the lottery is won, the skill corresponding to the predetermined event is set as the acquireable skill of the character to be trained (first character to be trained). However, if the lottery is won, the skill corresponding to the predetermined event may be directly acquired by the character to be trained. In other words, if the lottery is won, the progression means 56 may cause the character to be trained to acquire the skill without consuming skill points.

[0250] In the first embodiment, the case has been described in which the characters to be trained and the support characters are racehorse characters, but they may also be athlete characters of various sports, idol characters, cartoon characters, and the like.

[0251] In the first embodiment, the first character to be trained is trained by a organized (determined) support character, but one or more characters may be trained by a support card or a support item associated with the character. That is, the support character may be a support card or a support item. For example, the organization means 52 may automatically organize a predetermined number (e.g., six) or less of support cards from among the support cards associated with the player.

[0252] In the first embodiment, the target game is a race, but the target game may be various sports games (e.g., soccer games, baseball games, basketball games, etc.), battle games (e.g., shooting games, battle royale games, fighting games), tests (e.g., games competing for total points), etc. For example, the target game may be a game in which a team consisting of a first character to be trained and friendly characters (characters to be trained owned by NPCs or other players) competes against an enemy team. Examples of the enemy team include a team consisting of NPCs (Non Player Characters), a team consisting of characters to be trained owned by other players, and a team consisting of NPCs (Non Player Characters) and characters to be trained owned by other players.

[0253] In the first embodiment, the skill acquired by the first character to be trained is activated in the target game. However, the skill may be activated in the training game.

[0254] The skill acquired by the first character to be trained may be activated in response to a selection instruction (operation instruction) from the player. For example, the progression means 56 may randomly display a certain number (e.g., three) of skills (skill cards) from among the skills acquired by the first character to be trained in the training game or the target game on the touch panel 32, and may repeatedly execute a game (skill selection game) in which the player selects one skill a predetermined number of times. For example, when the target game is a test, each skill (skill card) may be associated with a score, and the score associated with the skill selected by the player may be regarded as an acquired score, and the ranking may be competed for by the total acquired score. For example, the progression means 56 may increase the acquired score significantly as the parameter of a predetermined type, which is a preferential status of the first character to be trained, is higher.

[0255] In the first embodiment, the progression means 56 changes the race conditions in the target game according to the preferential status of the first character to be trained. However, different race conditions for each character to be trained may be stored in the target game information 50D. That is, the target game information 50D may include different race conditions, rival characters, and reward information for each character to be trained. Examples of the race conditions include conditions that are more advantageous when a certain type of parameter, which is the preferential status of the character to be trained, is higher, and conditions that are more advantageous when a certain skill, which is the preferential status of the character to be trained, is acquired. Moreover, the turn information of the training scenario information 50E may include a maximum number of turns and game information that are different for each character to be trained.

[0256] In addition, in the first embodiment, the generation means 58 has been described as generating a completed-training character having the same current parameters and acquired skills as the first character to be trained at the end of the training scenario, but it may also generate a completed-training character having a numerical value (e.g., ability value) or rank (e.g., S rank, A rank, B rank, C rank, etc.) set according to the current parameters and acquired skills.

[0257] In addition, in the second embodiment, the organization means 52 has been described as automatically changing the support characters to be organized in accordance with the status corresponding to the completed-training character used when a defeat occurred in a fighting game before the start of a new training scenario, but the support characters to be automatically organized may also be changed in accordance with the status corresponding to the completed-training character used when a victory occurred in a fighting game. [Explanation of symbols]

[0258] 10. Server equipment 12...Terminal device 50...Memory means 52…Organizing means 54...Decision-making means 56…Means of progression 58…Generation means

Claims

1. A program for executing a development scenario for developing a character to be developed, Computer, a grouping means for automatically grouping a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Function as a The status corresponding to the character that has been trained includes an acquired skill, The organizing means, before the start of a new training scenario, identifies a skill that the generated training-completed character has not acquired as a specific skill, and automatically organizes a support character that generates a support effect that causes the training target character to acquire the specific skill. program.

2. A program for executing a development scenario for developing a character to be developed, Computer, a grouping means for automatically grouping a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Function as a The status corresponding to the character that has been raised includes a plurality of types of parameters, The organizing means, before the start of a new training scenario, identifies parameters that have not reached a reference value among the various types of parameters corresponding to the generated trained character as specific parameters, and automatically organizes support characters that generate a support effect for increasing the specific parameter corresponding to the trained character. program.

3. A program for executing a development scenario for developing a character to be developed, Computer, a grouping means for automatically grouping a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Function as a The status corresponding to the character that has been trained includes an acquired skill, The organizing means, before the start of a new training scenario, identifies as specific skills skills that have not been acquired by each of a plurality of characters that have completed training and that have been generated upon the end of a training scenario that has been executed in the past, and automatically organizes support characters that generate a support effect that allows the character to be trained to acquire the specific skill. program.

4. A program for executing a development scenario for developing a character to be developed, Computer, a grouping means for automatically grouping a predetermined number or less of support characters from among the support characters associated with the player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Function as a The status corresponding to the character that has been raised includes a plurality of types of parameters, The organizing means, before the start of a new training scenario, identifies a parameter having a low statistical value as a specific parameter among various types of parameters corresponding to each of a plurality of characters that have been trained and generated upon completion of a training scenario previously executed, and automatically organizes a support character that generates a support effect for increasing the specific parameter corresponding to the character to be trained. program.

5. The status corresponding to the character that has been trained affects the update of the status corresponding to the character to be trained together with the determined support character in a new training scenario.

5. The program according to claim 1.

6. The status corresponding to the character that has been trained affects the outcome of a battle game using the character that has been trained differently from the training scenario.

5. The program according to claim 1.

7. An information processing device for executing a development scenario for developing a character to be developed, a grouping means for automatically grouping a predetermined number or less of support characters from among support characters associated with a player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Equipped with The status corresponding to the character that has been trained includes an acquired skill, The organizing means, before the start of a new training scenario, identifies a skill that the generated training-completed character has not acquired as a specific skill, and automatically organizes a support character that generates a support effect that causes the training target character to acquire the specific skill. Information processing device.

8. An information processing device for executing a development scenario for developing a character to be developed, a grouping means for automatically grouping a predetermined number or less of support characters from among support characters associated with a player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Equipped with The status corresponding to the character that has been raised includes a plurality of types of parameters, The organizing means, before the start of a new training scenario, identifies parameters that have not reached a reference value among the various types of parameters corresponding to the generated trained character as specific parameters, and automatically organizes support characters that generate a support effect for increasing the specific parameter corresponding to the trained character. Information processing device.

9. An information processing device for executing a development scenario for developing a character to be developed, a grouping means for automatically grouping a predetermined number or less of support characters from among support characters associated with a player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Equipped with The status corresponding to the character that has been trained includes an acquired skill, The organizing means, before the start of a new training scenario, identifies as specific skills skills that have not been acquired by each of a plurality of characters that have completed training and that have been generated upon the end of a training scenario that has been executed in the past, and automatically organizes support characters that generate a support effect that allows the character to be trained to acquire the specific skill. Information processing device.

10. An information processing device for executing a development scenario for developing a character to be developed, a grouping means for automatically grouping a predetermined number or less of support characters from among support characters associated with a player before the start of the training scenario; a determination means for determining the organized support characters as support characters to be used for a character to be trained in response to an instruction from the player; a progression means for progressing a development scenario in which a support effect corresponding to the determined support character is generated and a status corresponding to the character to be developed is updated; a generating means for generating the character to be trained as a trained character upon completion of the training scenario; Equipped with The status corresponding to the character that has been raised includes a plurality of types of parameters, The organizing means, before the start of a new training scenario, identifies a parameter having a low statistical value as a specific parameter among various types of parameters corresponding to each of a plurality of characters that have been trained and generated upon completion of a training scenario previously executed, and automatically organizes a support character that generates a support effect for increasing the specific parameter corresponding to the character to be trained. Information processing device.

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