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

The information processing program addresses the inconvenience of waiting in multiplayer games by allowing players to create virtual rooms for participation or observation, enhancing convenience and flexibility.

JP7675687B2Active Publication Date: 2025-05-13CYGAMES INC
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Patent Information

Application Number
JP2022118542
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-26
Publication Date
2025-05-13
Estimated Expiration
2041-06-15

AI Technical Summary

Technical Problem

In multiplayer games, players often face delays due to the need to wait for matches to be completed, which can be inconvenient.

Method used

An information processing program that allows players to create a virtual room linked to their player ID, enabling them to participate in or observe multiplayer games with other players, while also managing start times and game results.

Benefits of technology

This solution improves player convenience by reducing wait times and allowing for more flexible participation in multiplayer games, including the option to watch games in progress.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve convenience for players. [Solution] The information processing program creates a room to which a player ID is linked based on operation input from a first player requesting the holding of a multiplayer game in which multiple players can participate, stores player information of the first player, which includes at least the player ID assigned to the first player, linked to the room, manages time information related to the start time of the multiplayer game, stores player information of a second player, which includes at least the player ID assigned to the second player, linked to the room based on operation input from one or more second players different from the first player, and causes a computer to perform processing to derive a game result of the multiplayer game based on the player information when the start time of the multiplayer game arrives.
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Description

[Technical field]

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

[0002] Conventionally, communication games in which multiple players can participate (hereinafter, referred to as multiplayer games) have been known. In multiplayer games, it is necessary to match people who wish to participate in the game. For example, Patent Document 1 proposes a game system that accepts challenges to battle from other players while a player is playing a game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2000-140413 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a multiplayer game in which multiple players are matched, the players must wait until the matching is complete. Therefore, there is a demand for the development of matching technology that can improve convenience for players.

[0005] An object of the present invention is to provide an information processing program, a game device, an information processing system, and an information processing method that can improve convenience for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of creating a room to which a player ID is linked based on an operation input of a first player requesting to hold a multiplayer game in which multiple players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; one or more second players different from the first player; a process for inputting a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; When the first operation is input by the second player, A player ID given to the second player a first identification information indicating participation in the multiplayer game; and setting information for deriving a game result of the multiplayer game. a process of storing player information of the second player in association with the room, the process including at least When the second operation is input by the second player, A player ID given to the second player and a process of storing player information of the second player, the player information including at least second identification information indicating viewing of the multiplayer game, in association with the room; When the start time of the multiplayer game arrives, setting deriving a game outcome of the multiplayer game based on the information; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; The computer is made to carry out the above steps.

[0007] permission information for permitting viewing of the multiplayer game or non-permission information for not permitting viewing of the multiplayer game is associated with the room based on an operation input by the first player; When the non-permission information is linked to the room, player information of the second player including the second identification information is not linked to the room. This is also fine.

[0008] The information processing program includes: The computer may further be caused to perform a process of causing the first player and the second player to receive the derived game result of the multiplayer game.

[0009] The room may be associated with information indicating whether or not a participation slot for the second player who has a predetermined relationship with the first player is set.

[0010] The information processing program includes: causing the computer to further execute a process of starting the multiplayer game based on a start operation input by the first player to start the multiplayer game before the start time; The process of starting the multiplayer game based on input of a start operation by the first player may be executable on the condition that the number of player IDs linked to the room is equal to or greater than a predetermined number.

[0011] One of the player IDs may be linked to a plurality of the rooms.

[0012] The information processing program includes: The computer may further perform a process of disabling participation in other rooms when the number of rooms linked to the player ID of the second player is equal to or greater than a predetermined number, and enabling participation in the room when the number of rooms linked to the player ID of the second player is less than a predetermined number.

[0013] In order to solve the above problem, a game device includes: A gaming device comprising one or more computers, The computer includes: A process of creating a room to which a player ID is linked based on an operation input of a first player requesting to hold a multiplayer game in which multiple players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; one or more second players different from the first player; a process for inputting a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; When the first operation is input by the second player, A player ID given to the second player a first identification information indicating participation in the multiplayer game; and setting information for deriving a game result of the multiplayer game. a process of storing player information of the second player in association with the room, the process including at least When the second operation is input by the second player, A player ID given to the second player and a process of storing player information of the second player, the player information including at least second identification information indicating viewing of the multiplayer game, in association with the room; When the start time of the multiplayer game arrives, setting deriving a game outcome of the multiplayer game based on the information; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; Carry out the following.

[0014] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer includes: A process of creating a room to which a player ID is linked based on an operation input of a first player requesting to hold a multiplayer game in which multiple players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; one or more second players different from the first player; a process for inputting a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; When the first operation is input by the second player, A player ID given to the second player a first identification information indicating participation in the multiplayer game; and setting information for deriving a game result of the multiplayer game. a process of storing player information of the second player in association with the room, the process including at least When the second operation is input by the second player, A player ID given to the second player and a process of storing player information of the second player, the player information including at least second identification information indicating viewing of the multiplayer game, in association with the room; When the start time of the multiplayer game arrives, setting deriving a game outcome of the multiplayer game based on the information; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; Carry out the following.

[0015] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of creating a room to which a player ID is linked based on an operation input of a first player requesting to hold a multiplayer game in which multiple players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; one or more second players different from the first player; a process for inputting a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; When the first operation is input by the second player, A player ID given to the second player a first identification information indicating participation in the multiplayer game; and setting information for deriving a game result of the multiplayer game.a process of storing player information of the second player in association with the room, the process including at least When the second operation is input by the second player, A player ID given to the second player and a process of storing player information of the second player, the player information including at least second identification information indicating viewing of the multiplayer game, in association with the room; When the start time of the multiplayer game arrives, setting deriving a game outcome of the multiplayer game based on the information; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; Includes. Effect of the Invention

[0016] According to the present invention, convenience for players can be improved. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram for explaining the general flow of the training game. [Figure 4] Fig. 4A is a diagram illustrating a home screen, Fig. 4B is a diagram illustrating a main character selection screen, Fig. 4C is a first diagram illustrating a character detail screen, Fig. 4D is a second diagram illustrating a character detail screen. [Diagram 5] Fig. 5A is a diagram for explaining a capability parameter (initial value) table. Fig. 5B is a diagram for explaining an aptitude parameter (initial value) table. Fig. 5C is a diagram for explaining a skill table. Fig. 5D is a diagram for explaining a dedicated event table. [Figure 6] Fig. 6A is a first diagram for explaining a support card setting screen, Fig. 6B is a diagram for explaining a support card selection screen, and Fig. 6C is a second diagram for explaining a support card setting screen. [Figure 7] Fig. 7A is a diagram for explaining a support card table, Fig. 7B is a diagram for explaining a support effect table, Fig. 7C is a diagram for explaining a possessed skill table, and Fig. 7D is a diagram for explaining a support event table. [Figure 8] FIG. 8 is a diagram illustrating the selection item table. [Figure 9] Fig. 9A is a first diagram illustrating a game screen, and Fig. 9B is a second diagram illustrating a game screen. [Figure 10] Fig. 10A is a first diagram illustrating a training screen. Fig. 10B is a second diagram illustrating a training screen. Fig. 10C is a diagram illustrating a training result notification screen. Fig. 10D is a diagram illustrating an event screen. [Figure 11] Fig. 11A is a first diagram illustrating the skill screen, and Fig. 11B is a second diagram illustrating the skill screen. [Figure 12] Fig. 12A is a diagram illustrating a training race selection screen, Fig. 12B is a diagram illustrating a training race start screen, and Fig. 12C is a diagram illustrating a training race result screen. [Figure 13] Fig. 13A is a diagram illustrating a multiplayer game top screen, Fig. 13B is a diagram illustrating an event race selection screen, and Fig. 13C is a diagram illustrating a mode selection screen. [Figure 14] FIG. 14 is a diagram for explaining the simple mode. [Figure 15] FIG. 15 is a diagram for explaining the detailed mode. [Figure 16] Fig. 16A is a diagram explaining a race character selection screen. Fig. 16B is a diagram explaining a strategy selection screen. Fig. 16C is a diagram explaining an entry information screen. Fig. 16D is a diagram explaining a host player waiting room screen. [Figure 17] FIG. 17 is a diagram illustrating the race details screen. [Figure 18]Fig. 18A is a diagram illustrating a room search screen, and Fig. 18B is a diagram illustrating a waiting room screen for a guest player. [Figure 19] FIG. 19 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 20] FIG. 20 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 21] FIG. 21 is a first sequence diagram illustrating the processing of the player terminal and the server. [Figure 22] FIG. 22 is a flowchart illustrating the event holding determination process in the server. [Figure 23] FIG. 23 is a flowchart illustrating the room creation process in the server. [Figure 24] FIG. 24 is a flowchart illustrating the entry determination process in the server. [Diagram 25] FIG. 25 is a flowchart illustrating the room update process in the server. [Figure 26] FIG. 26 is a second sequence diagram illustrating the processing of the player terminal and the server. [Figure 27] FIG. 27 is a flowchart illustrating the advance start process in the server. [Figure 28] FIG. 28 is a flowchart illustrating the result derivation process in the server. [Figure 29] FIG. 29 is a flowchart illustrating the advance start process in a server according to the modified example. [Diagram 30] FIG. 30 is a flowchart illustrating the reservation quantity update process in the server. [Diagram 31] FIG. 31 is a flowchart illustrating the start time monitoring process in the server. [Diagram 32] FIG. 32 is a third sequence diagram illustrating the processing of the player terminal and the server. [Diagram 33] FIG. 33 is a flowchart illustrating the room deletion process in the server. [Diagram 34] FIG. 34 is a fourth sequence diagram illustrating the processing of the player terminal and the server. [Diagram 35] FIG. 35 is a flowchart illustrating the change process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values ​​and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.

[0019] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0021] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0022] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0023] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0024] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0025] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0026] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0027] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0028] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0029] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0030] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0031] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0033] Next, a game provided by the information processing system S and the game device G of this embodiment will be described. A player can own a character acquired by a lottery called gacha or a character distributed by the management side. A player can also own a support card (support character) acquired by a lottery called gacha or a support card distributed by the management side.

[0034] Although details will be described later, in this embodiment, a player can play a breeding game in which the player breeds a character that is an anthropomorphized racehorse. Also, the player can play a multiplayer game in which multiple players can participate. In the multiplayer game, each player can enter the character that he / she has trained in a race that imitates a horse race. Each player can hold a race in the multiplayer game, and can have the character that he / she has trained participate in a race held by another player.

[0035] In the following, we will first explain the training game, and then provide a detailed description of the multiplayer game.

[0036] (Description of the training game) 3 is a diagram for explaining the general flow of the training game. The training game is roughly divided into a preparatory stage process and a training stage process. In the preparatory stage process, registration of the main character and the support card are mainly performed.

[0037] <Preparation stage processing> 4A is a diagram illustrating a home screen. In this embodiment, when a game application is launched in the player terminal 1, the home screen is displayed on the display 26. A menu bar 28 is displayed at the bottom of the home screen.

[0038] The menu bar 28 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 28 is provided with a home screen selection operation section 28a marked "home" and a race screen selection operation section 28b marked "race" and a gacha screen selection operation section 28c marked "gacha". In the menu bar 28, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0039] When the gacha screen selection operation unit 28c is tapped on the home screen, a gacha screen (not shown) is displayed on the display 26. Although a detailed description will be omitted, the gacha screen allows a so-called gacha lottery to be held, in which characters and support cards can be acquired by lottery. The player can participate in the gacha lottery by consuming in-game currency.

[0040] The home screen also displays a training game start button 30. When the training game start button 30 is tapped, a main character selection screen shown in FIG.

[0041] 4B is a diagram illustrating the main character selection screen. A plurality of character icons 31 are displayed in the center of the main character selection screen, and a list of characters owned by the player is displayed. A parameter display section 32 is displayed in the upper part of the main character selection screen. A return operation section 33 marked "Return" and a next operation section 34 marked "NEXT" are displayed in the lower part of the main character selection screen.

[0042] In this embodiment, an initial value of an ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 31 selected by the player is displayed as a numerical value in the parameter display section 32. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.

[0043] Fig. 5A is a diagram illustrating a skill parameter (initial value) table. In this embodiment, as shown in Fig. 5A, the skill parameter (initial value) table stores the initial value of the skill parameter for each character. Then, based on the initial value of the skill parameter stored in the skill parameter (initial value) table, the initial value of the skill parameter is displayed in the parameter display section 32.

[0044] In this embodiment, an initial value of an ability parameter is set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the parameter display section 32, a stamina ability parameter marked "Stamina" in the parameter display section 32, a power ability parameter marked "Power" in the parameter display section 32, a tenacity ability parameter marked "Spirit" in the parameter display section 32, and a wisdom ability parameter marked "Wisdom" in the parameter display section 32.

[0045] The initial value of the ability parameter for each character may be increased by consuming in-game currency. The value of the ability parameter changes when a predetermined condition is met after the start of the training game. Therefore, the player aims to increase the value of the ability parameter of the character in the training game.

[0046] In this embodiment, an aptitude parameter (initial value) is set for each character. FIG. 5B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 5B, the aptitude parameter (initial value) table stores an initial value of an aptitude parameter for each character. The initial value of the aptitude parameter is set to one of seven alphabetical levels A to G. Note that A indicates the highest aptitude parameter, and G indicates the lowest aptitude parameter. Based on the initial value of the aptitude parameter stored in the aptitude parameter (initial value) table, the initial value of the aptitude parameter may be displayed in the parameter display unit 32.

[0047] In this embodiment, an initial value of the aptitude parameter is set for each of a plurality of types of aptitude for each character. Specifically, as the aptitude parameters, there are provided aptitude parameters relating to the course aptitude for each of turf and dirt, aptitude parameters relating to the distance aptitude for each of short distance, mile, middle distance, and long distance, and aptitude parameters relating to the running style aptitude for each of breakaway, leading, overtaking, and chasing.

[0048] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may change when a predetermined condition is met after the start of the training game. When a predetermined condition is met after the start of the training game, the aptitude parameter may be set to S, which is a higher aptitude than A.

[0049] Fig. 4C is a first diagram illustrating the character details screen. Fig. 4D is a second diagram illustrating the character details screen. When a character icon 31 on the main character selection screen is pressed and held, the character details screen is displayed on the display 26. The character details screen displays details of the abilities of the character corresponding to the character icon 31 pressed and held on the main character selection screen.

[0050] A skill operation section 41 and an event operation section 42 are displayed in the center of the character details screen. As shown in FIG. 4C, when the main character selection screen is initially displayed, the skill operation section 41 is highlighted, and the skills provided for each character are displayed. Skills are abilities that can be activated when certain conditions are met during a training race, which will be described later, or during a competitive race in a multiplayer game. Activating skills gives each character an advantage in the race.

[0051] FIG. 5C is a diagram illustrating a skill table. As shown in FIG. 5C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, the skills are displayed on the character detail screen as shown in FIG. 4C. Note that a skill cannot be activated simply by possessing it, and it can only be activated by acquiring it. In the following, a skill that a character can activate is called an acquired skill.

[0052] A character is set with one acquired skill 41a from the start of the training game. In addition to the acquired skill 41a, a plurality of possessed skills 41b are set with the character. The possessed skill 41b is a skill that can be acquired by consuming skill points, which will be described later, after the start of the training game. In other words, the possessed skill 41b can become an acquired skill 41a in exchange for skill points.

[0053] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 5C are displayed as acquired skills 41a on the character details screen of Fig. 4C. Also, the skills corresponding to "◯" in the skill table shown in Fig. 5C are displayed as possessed skills 41b on the character details screen of Fig. 4C. In this embodiment, as shown in the character details screen of Fig. 4C, acquired skills 41a are highlighted so that acquired skills 41a and possessed skills 41b can be easily distinguished from each other.

[0054] In this embodiment, in FIG. 4C, one acquired skill 41a and seven possessed skills 41b are displayed as skills provided for each character, but this is not limited to this. For example, the number of acquired skills 41a and possessed skills 41b may be different for each character. Also, for example, the number of acquired skills 41a and possessed skills 41b for each character may be increased by consuming in-game currency.

[0055] Furthermore, when the player taps on the event operation section 42 on the character details screen, the content of the character details screen changes as shown in FIG. 4D, and a dedicated event 42a provided for each character is displayed. In this case, the event operation section 42 is highlighted as shown in FIG. 4D. The dedicated event 42a occurs when a predetermined condition is met in the training game. The occurrence of the dedicated event 42a causes a story related to a character appearing in the training game to be displayed, or various status values ​​in the training game to change.

[0056] 5D is a diagram for explaining a dedicated event table. As shown in FIG. 5D, the dedicated event table stores a dedicated event 42a for each character possessed by the player. Based on the dedicated event 42a stored in the dedicated event table, the dedicated event 42a is displayed on the character detail screen as shown in FIG. 4D. The dedicated event 42a may include a hint event that allows a skill to be possessed or acquired, an ability event that increases or decreases the value of a character's ability parameter, an aptitude event that changes a character's aptitude parameter, a story event that displays a story related to the character, and the like.

[0057] The dedicated events 42a displayed on the character detail screen shown in FIG. 4D may be executed in their entirety during the execution of the training game, or at least some of them may be executed during the execution of the training game, or may not be executed at all during the execution of the training game if a predetermined condition is not met. Also, for example, the number of dedicated events 42a provided for each character may be increased by consuming in-game currency. Also, if a predetermined condition is met, a dedicated event 42a not displayed as a dedicated event 42a may be executed during the training game.

[0058] 4C and 4D, a close operation section 43 marked with "close" is displayed at the bottom of the character detail screen. When the close operation section 43 of the character detail screen is tapped, the display of the character detail screen is terminated, and the main character selection screen is displayed on the display 26. When the return operation section 33 is tapped on the main character selection screen shown in FIG. 4B, the home screen shown in FIG. 4A is displayed on the display 26.

[0059] 4B, the selected character is set as the main character. Then, when the main character is set, a support card setting screen is displayed on the display 26.

[0060] 6A is a first diagram illustrating a support card setting screen. A support card display area 51 is provided in the center of the support card setting screen. The support card display area 51 includes a plurality of support card setting operation units 52. A return operation unit 53 marked "Return" and a start operation unit 54 marked "START" are displayed in the lower part of the support card setting screen. When the return operation unit 53 is operated, the main character selection screen shown in FIG. 4B is displayed on the display 26.

[0061] The support card setting operation units 52 are displayed in the same number as the support cards that the player can set. In this example, the player can set six support cards, so six support card setting operation units 52 are displayed. When the support card setting screen is first displayed, the support card setting operation units 52 are displayed as blank spaces.

[0062] A player can set six types of support cards from among the support cards he or she owns. Of the six types that can be set, some (e.g., five types) may be selectable from the support cards the player owns, and the remaining (e.g., one type) may be selectable from the support cards the player does not own.

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

[0064] 7A is a diagram for explaining the support card table. As shown in FIG. 7A, the support card table stores the type, rarity, level, and favorite training of the support character for each type of support card owned by the player. The support characters correspond one-to-one to the types of support cards. In other words, one character is always associated with each support card as a support character.

[0065] In this embodiment, a rarity is set for each support card. There are three rarity levels: R (rare), SR (super rare), and SSR (super special rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of the support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possessed skills and the number of support events, which will be described later.

[0066] There are 50 levels for the Support Card, from Level 1 to Level 50. The level of the Support Card can be increased by the player, and the level increased by the player is stored for each Support Card. The level of the Support Card can be increased by playing a training game or by using in-game currency. The level of the Support Card is capped depending on the rarity.

[0067] For example, support cards with an R rarity have a maximum level of 20, support cards with an SR rarity have a maximum level of 25, and support cards with an SSR rarity have a maximum level of 30.

[0068] The upper limit of the level can be increased stepwise when a certain condition is met. For example, the upper limit of a support card with a rarity of R can be increased to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased to a maximum of level 50.

[0069] 7B is a diagram illustrating a support effect table 700. As shown in FIG 7B, the support effect table 700 stores support effects for each type of support card held by the player.

[0070] The support effect is to increase various stats in the training game. Support cards have multiple targets for the support effect. The targets of the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0071] FIG. 7C is a diagram for explaining the possessed skill table. As shown in FIG. 7C, in the possessed skill table, a possessed skill is set for each support card possessed by the player. In this embodiment, a possessed skill is set for each support card, just as a character set as a main character possesses possessed skills. When a hint event occurs during the training game, the main character can acquire the possessed skill set for each support card.

[0072] FIG. 7D is a diagram for explaining a support event table. As shown in FIG. 7D, the support event table stores support events that may occur for each support card owned by a player. A support event is an event that may occur during a training game. When a support event occurs, various status values ​​in the training game may increase or decrease.

[0073] The support event may be executed according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events may be selected for execution in one turn.

[0074] 6C is a second diagram illustrating the support card setting screen. In this embodiment, when all six support cards are selected, the start operation unit 54 becomes operable as shown in FIG. 6C. On the other hand, when all six support cards are not selected, the start operation unit 54 becomes inoperable as shown in FIG. 6A. When the start operation unit 54 is tapped on the support card setting screen, the selected support card is registered and the preparation stage process ends.

[0075] <Growth stage treatment> When the preparation stage process is completed, the development stage process is started. In the development stage process, it becomes possible to develop the character registered as the main character.

[0076] FIG. 8 is a diagram for explaining a selection item table. A selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 8, the training game is composed of the 1st turn to the 60th turn, and has a game nature in which various parameters are updated according to the selection result of the player in each turn.

[0077] FIG. 9A is a first diagram illustrating a training game screen. FIG. 9B is a second diagram illustrating the training game screen. When the training stage process is started, the training game screen shown in FIG. 9A and FIG. 9B is displayed on the display 26. A stamina display section 71 and a condition display section 72 are displayed at the top of the training game screen. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate a failure rate, which is the probability of failing in training, which will be described later. The stamina display section 71 is displayed so that the remaining "stamina" of the current main character can be visually grasped relative to the upper limit of "stamina".

[0078] The main character is also provided with a "condition" parameter. The condition display section 72 displays the main character's current "condition" in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that the main character can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race will be, and the greater the increase in ability parameters due to training.

[0079] As shown in FIG. 9A and FIG. 9B, the image of the main character, the current status of the main character as a number and a rank in multiple stages (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + A status display section 73 showing the main character's current skill level (16 levels) and a skill point display section 74 showing the remaining skill points possessed by the main character in the training game as numerical values ​​are displayed. Specifically, in this embodiment, the numerical values ​​and ranks of each of the ability parameters "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are displayed.

[0080] 9A and 9B, a rest operation section 75 marked "Rest," a training operation section 76 marked "Training," a skill operation section 77 marked "Skill," a going out operation section 78 marked "Going Out," and a training race operation section 79 marked "Race" are displayed at the bottom of the training game screen. Also, the current number of turns is displayed at the top of the training game screen.

[0081] The player selects one of the options "Rest" (rest operation section 75), "Training" (training operation section 76), "Going Out" (going out operation section 78), or "Race" (developing race operation section 79) at each turn. At this time, the options that can be selected at each turn are preset, as shown in FIG. 8.

[0082] In the example shown in Figure 8, the "Race" (development race operation unit 79) item is selectable at the 12th, 20th, 30th, 35th, 57th, 59th, and 60th turns, while the "Rest" (rest operation unit 75), "Training" (training operation unit 76), and "Going Out" (going out operation unit 78) items are set to be unselectable.

[0083] Also, in this example, from the first turn to the eleventh turn, the items "Rest" (rest operation section 75), "Training" (training operation section 76), and "Going Out" (going out operation section 78) are selectable, but the item "Race" (development race operation section 79) is not selectable.

[0084] On the other hand, the skill operation section 77 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end.

[0085] Fig. 10A is a first diagram illustrating the training screen. Fig. 10B is a second diagram illustrating the training screen. When training operation unit 76 on the training game screen is operated, the training screen is displayed on display 26.

[0086] As shown in Fig. 10A, training items are displayed at the bottom of the training screen. Here, a speed operation section 81 marked "Speed" is displayed, a stamina operation section 82 marked "Stamina" is displayed, a power operation section 83 marked "Power" is displayed, a will operation section 84 marked "Spirit" is displayed, and an intelligence operation section 85 marked "Wisdom" is displayed.

[0087] When the player taps once on any of the operation units 81-85, the training item corresponding to the tapped operation unit 81-85 is provisionally selected, and the operation unit 81-85 corresponding to the provisionally selected training item is highlighted. Fig. 10A shows a state in which the power operation unit 83 is provisionally selected. Fig. 10B shows a state in which the stamina operation unit 82 is provisionally selected.

[0088] In addition, the training level for each training item is also displayed on each operation unit 81 to 85. The training level is a parameter that increases based on the number of training sessions for that item, and the higher the training level, the greater the increase in the ability parameter when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0089] Moreover, during the provisional selection, the operation units 81 to 85 display a failure rate display unit 86 marked "Failure." The failure rate displayed as a numerical value in the failure rate display unit 86 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 71.

[0090] In addition, in the status display section 73, training corresponding to the provisionally selected operation sections 81 to 85 is executed, and the value by which the ability parameter will increase if successful is displayed. For example, in the case of FIG. 10A, the power operation section 83 is provisionally selected, and "+8" and "+10" are displayed in "Stamina" and "Power" in the status display section 73. In the case of FIG. 10B, the stamina operation section 82 is provisionally selected, and "+15" and "+5" are displayed in "Stamina" and "Spirit" in the status display section 73.

[0091] Moreover, an event notification display 87 is displayed on the operation sections 81 to 85 corresponding to the training items in which an event, which will be described later, occurs when the training is performed.

[0092] Additionally, in the upper right portion of the training screen, an icon 88 of a character arranged in the training is displayed for each of the provisionally selected operation units 81 to 85. That is, any one or more of a plurality of sub-characters different from the main character are associated with any one of a plurality of types of training items.

[0093] Furthermore, if a predetermined event occurs in response to a character displayed in an icon 88 while training is being performed, an event notification display 87 is displayed on the corresponding icon 88.

[0094] 10C is a diagram illustrating a training result notification screen. When any of the provisionally selected operation units 81 to 85 is tapped again, the training corresponding to the tapped operation unit 81 to 85 is executed. In this manner, it is possible to select a plurality of types of training items corresponding to one or more of the plurality of ability parameters indicating the abilities of the main character.

[0095] Then, when the training is performed, a training result notification screen notifying the success or failure of the training is displayed on the display 26. Here, the word "success" is displayed, notifying the player of the success of the training.

[0096] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 73. That is, the ability parameters of the main character corresponding to the training item selected by the player are updated.

[0097] Here, the value of the ability parameter that increases when the training displayed in the status display section 73 in FIG. 10A or 10B is successful is added. Also, the display in the stamina display section 71 is updated according to the training item that was performed. Note that when speed, stamina, power, or tenacity training is performed and is successful, stamina decreases. On the other hand, when wisdom training is performed and is successful, stamina is restored.

[0098] Furthermore, if the training fails, a predetermined penalty is given. Specifically, the contents of the penalty include a decrease in stamina, a decrease in the numerical value of the ability parameter, a decrease in condition, and the like. For example, the penalty given when the failure rate is high may be heavier (the decrease in the numerical value of stamina is greater, the decrease in the numerical value of the ability parameter is greater, and the degree of decrease in condition is greater) than the penalty given when the failure rate is low. Furthermore, the contents of the penalty may be determined according to the training item. For example, if speed training is performed and fails, the value of the speed ability parameter may decrease, and if power training is performed and fails, the value of the power ability parameter may decrease. Furthermore, for some training items (for example, intelligence), it may be possible to set it so that no penalty is given even if the training fails.

[0099] 10D is a diagram for explaining an event screen. When the display of the training result report screen ends, an event screen may be displayed on the display 26. Various events are executed on the event screen. Note that multiple events may occur.

[0100] For example, when a hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a training race, which will be described later.

[0101] The events include an event for acquiring a skill, an event for recovering stamina, an event for decreasing stamina, an event for increasing an ability parameter, an event for decreasing an ability parameter, an event for increasing mood, an event for decreasing mood, etc. The types of events that occur include events that are predetermined for each turn, and events that occur when a predetermined lottery is won.

[0102] When all the events that have occurred have ended, the training game screen for the next turn is displayed.

[0103] Fig. 11A is a first diagram illustrating a skill screen. Fig. 11B is a second diagram illustrating a skill screen. When the skill operation unit 77 on the training game screen is operated, the skill screen shown in Fig. 11A is displayed on the display 26.

[0104] The skill screen displays acquired skills, skills preset for the main character, and skills acquired as a result of various events. When a hint event occurs for a skill, the skill points consumed to acquire the skill are discounted. Here, for skills for which a hint has been obtained, the skill points required to acquire the skill are discounted and displayed. At this time, the discount rate is also displayed.

[0105] Additionally, the skills displayed on the skill screen show the conditions for each skill to be activated and the effect it has when activated.

[0106] Also displayed at the top of the skill screen are a stamina display section 71, a condition display section 72, and a skill point display section 74. Also displayed at the top of the skill screen is the current number of turns.

[0107] When a player consumes skill points to acquire a possessed skill based on the player's operation, the acquired skill is displayed as "GET" as shown in Fig. 11B, to notify the player that the possessed skill has been acquired. In addition, in the skill point display unit 74, the consumed skill points are subtracted from the displayed skill points.

[0108] 12A is a diagram illustrating a training race selection screen. When a training race operation unit 79 on the training game screen is operated, the training race selection screen shown in FIG. 12A is displayed. In a training race, the main character races against so-called non-player characters (hereinafter, referred to as NPCs).

[0109] A stamina display section 71 and a condition display section 72 are displayed at the top of the training race selection screen. A training race selection operation section 101 for selecting the type of training race to enter is displayed at the center of the training race selection screen. A start operation section 102 marked "Start" is displayed at the bottom of the training race selection screen. The races that can be selected by the training race selection operation section 101 on the training race selection screen are set in advance for each turn. Conditions for participating in each race may also be set in advance, and the race may be entered if the conditions are met.

[0110] FIG. 12B is a diagram illustrating a training race start screen. When the start operation unit 102 is operated with the type of training race to participate in selected by the training race selection operation unit 101, the training race start screen shown in FIG. 12B is displayed. A strategy display unit 111 is displayed in the center of the training race start screen. The strategy display unit 111 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 112 labeled "Change." When the change operation unit 112 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the training race to any strategy by operating the strategy change screen.

[0111] Also, at the bottom of the training race start screen, a result operation section 113 marked "Result" and a race operation section 114 marked "Race" are displayed. When the result operation section 113 or the race operation section 114 is operated, a simulation of the race is performed based on each ability parameter. The race development and finishing order are determined by this simulation.

[0112] When the race operation unit 114 is operated, a race screen of the characters is played on the display 26. On the other hand, when the result operation unit 113 is operated, only the race results are displayed without playing back the race screen.

[0113] 12C is a diagram illustrating a breeding race result screen. When playback of the race screen described above ends, and when the result operation unit 113 is operated, a breeding race result screen is displayed on the display 26. On the breeding race result screen, the finishing order in the breeding race is displayed.

[0114] As described above, a player can train a character in a training game. A player can hold a number of characters that he or she has trained, up to a predetermined upper limit, such as 200 characters. A final ability parameter in the training game is set for each character held by the player, and a training rank is assigned based on the final ability parameter, etc. A player can hold multiple identical characters with different ability parameters and training ranks set.

[0115] The characters trained by the player can be entered into various races that are provided separately from the training game. That is, in order to win various races, the player trains characters with higher ability parameters and training ranks in the training game. In this embodiment, a competitive race in a multiplayer game is provided as a race in which the characters trained by the player can be entered. The multiplayer game will be described below.

[0116] (Multiplayer game explanation) A multiplayer game is a competitive game played by multiple players. Specifically, a player can select a competitive race in a multiplayer game and have a character that the player has trained compete in the selected competitive race. In the competitive race, a simulation of the race is performed based on the ability parameters and acquired skills of the characters competing, and the race result is derived.

[0117] In this embodiment, each player can enter multiple competitive races. Here, "entry" to a competitive race is broadly divided into "hosting" and "participating." "Hosting" means that the player himself / herself hosts a competitive race. "Participating" means that the player takes part in a competitive race held by another player.

[0118] Note that "participating" includes "running" in which a player's own character runs in a competitive race held by another player, and "watching" in which a player simply watches a competitive race held by another player without running his / her own character. Here, when a player "hosts" a competitive race, the player must run a character that he / she owns in that race. However, even when "hosting" a competitive race, the player may be able to select between "running" and "watching."

[0119] Fig. 13A is a diagram illustrating a multiplayer game top screen. When the race screen selection operation section 28b of the menu bar 28 is operated, the multiplayer game top screen shown in Fig. 13A is displayed. The multiplayer game top screen is provided with an event tab 201, a participation tab 202, and an entry information tab 203. The event tab 201 is an operation section for holding a competition race, and when the event tab 201 is operated, the held race selection screen shown in Fig. 13B is displayed.

[0120] FIG. 13B is a diagram illustrating the held race selection screen. On the held race selection screen, a plurality of possible race images 204 indicating the types of races that can be held are displayed. On the possible race images 204, information related to the race is displayed. For each race, the race name, course, track, distance, maximum number of participants, etc. are set in advance. When a possible race image 204 is tapped on the held race selection screen, the tapped race is provisionally selected. Then, when a start button 205 displayed on the held race selection screen is tapped while a race is provisionally selected, the provisionally selected race is decided as the held race.

[0121] In the following, the player who hosts the competitive race will be referred to as the host player (first player), and the competitive race that the host player hosts may be referred to as a hosted race. Additionally, a player who participates in a competitive race hosted by another player will be referred to as a guest player (second player).

[0122] FIG. 13C is a diagram illustrating a mode selection screen. When an event race is determined on the event race selection screen, the mode selection screen is displayed. In this embodiment, a simple mode and a detailed mode are provided as event race modes. The simple mode is a mode in which the event conditions, which are an overview of the event race, and the race conditions, such as the conditions of the event race, are default conditions prepared in advance. On the other hand, the detailed mode is a mode in which the event conditions and the race conditions can be arbitrarily set by the player.

[0123] The mode selection screen displays a simple mode selection operation unit 206 and a detailed mode selection operation unit 207. When the simple mode selection operation unit 206 is tapped, the simple mode is provisionally selected, and when the detailed mode selection operation unit 207 is tapped, the detailed mode is provisionally selected. When a start button 208 displayed on the mode selection screen is tapped while a mode is provisionally selected, the provisionally selected mode is finalized.

[0124] FIG. 14 is a diagram for explaining the simple mode. When the simple mode is finally decided, a simple mode setting screen (not shown) is displayed. The player can input a room name and a message on the simple mode setting screen. The room name and message are information that can be viewed when searching for a battle race in which other players will participate. Note that, on the simple mode setting screen, the room name is initially set to "Looking for room match participants" and the message is initially set to "Nice to meet you." The player can edit and register the room name and message on the simple mode setting screen.

[0125] Here, the number of participants, the start time, whether spectators are allowed, and private time slots are set as event conditions for the race.

[0126] The number of runners is the number of characters who will run in the race. If the number of characters registered to run in the race is less than the number of runners, an NPC is added to make up the shortage. Therefore, a competitive race in a multiplayer game is always run with the set number of runners. However, a competitive race may be run only with characters entered by the player. If the number of characters registered to run is less than a predetermined number, the race may be canceled.

[0127] Each type of race that can be held has a prescribed number of participants. When the simple mode is selected, a predetermined prescribed number for each type of race of the held race is set as the number of participants.

[0128] The start time is information indicating the time when the held race will start. More precisely, the start time is information indicating the time when the race result will be derived. Here, the time until the race result is derived, that is, the remaining time, is set as the start time. Once the start time is set, the remaining time is subtracted as time passes, and when the remaining time becomes 0, the race result is derived. Note that instead of the start time, a start time may be set, and the race result may be derived when the start time is reached. Also, the start time may be set or the start time may be set depending on the type of race. When the simple mode is selected, "30 minutes later" is set as the start time. In the following, the start time may be described as the remaining time.

[0129] The "Spectator" field indicates whether or not a third party who is not participating in the race is permitted to watch and view the race. When the simple mode is selected, the "Spectator" field is set to "Permitted," and third parties are permitted to watch the race.

[0130] A private slot is a slot reserved for players who have a certain relationship with the host player. Although a detailed explanation is omitted, a player who has a certain relationship with the host player is, for example, a player who is set as a follower or friend by the host player, a player who belongs to the same circle as the host player, etc.

[0131] For example, suppose that the private slots are set to "3" in a competitive race with 18 participants. In this competitive race, a maximum of 15 characters owned by a player who does not have a specific relationship with the host player can participate. In this way, the private slots are set to reserve slots for players who have a specific relationship with the host player. Note that when the simple mode is selected, the private slots are set to "0."

[0132] In addition, the season, weather, condition, motivation, and training rank are set as race conditions for the races held.

[0133] The season can be spring, summer, autumn or winter, and the set season can affect the race results. In other words, the season is one of the parameters that derive the race results. Each race type has a prescribed season, and when the simple mode is selected, a prescribed season is set in advance for each race type of the held race.

[0134] Weather and conditions refer to the weather and track conditions at the time of the race, and the set weather and conditions affect the race results. In other words, the weather and conditions are one of the parameters that derive the race results. When the simple mode is selected, the weather and conditions are randomly determined by lottery at the start of the race. Note that the weather and conditions may be determined at a predetermined timing before the start of the race, rather than at the start of the race.

[0135] Motivation is the "condition" of a character participating in a race, and like the above-mentioned training game, there are five stages: "Excellent condition", "Good condition", "Average condition", "Bad condition", and "Extremely bad condition". Motivation is calculated as a variable of the ability parameters of a character participating in a race, and therefore affects the race results. When the simple mode is selected, motivation is randomly determined by lottery at the start of the race. Motivation may be determined at a predetermined timing before the start of the race, rather than at the start of the race. Motivation may be determined for each character participating in a race, or the determined motivation may be set uniformly for all characters.

[0136] The training rank is a parameter that classifies the abilities of a character, and is derived based on the ability parameters, etc. In the held race, the player can set the training rank of the characters that can compete in the competition race to a predetermined rank or higher. However, when the simple mode is selected, the training rank is set to "no designation." This "no designation" means that characters of all training ranks can compete in the held race.

[0137] As described above, when the simple mode is selected, the event conditions and race conditions are set to the initial conditions. When the host player sets up a race in the simple mode, he can change the room name and message afterwards, but cannot change the event conditions and race conditions.

[0138] FIG. 15 is a diagram for explaining the detailed mode. When the detailed mode is finally decided, a detailed mode setting screen (not shown) is displayed. The player can input a room name and a message on the detailed mode setting screen. Note that, also on the detailed mode setting screen, the room name is set to "Looking for room match participation" and the message is set to "Nice to meet you" as initial settings. The player can edit and register the room name and message on the detailed mode setting screen.

[0139] In the detailed mode, the player can set the above-mentioned holding conditions as desired. Specifically, the player can set the number of participants to any of 11 to 18 people. The player can also select the start time from 30 minutes, 1 hour, 3 hours, 6 hours, 12 hours, and 24 hours. The player can also select whether or not to allow spectators to watch the race from "Allowed" or "Not Allowed." If "Not Allowed" is selected, third parties cannot watch or watch the race. The player can also select the private slot from 0 to the number of participants previously selected.

[0140] In the detailed mode, the player can set the above-mentioned race conditions as desired. Specifically, the player can set the season to one of the following: random, spring, summer, fall, and winter. If random is selected, the season is randomly determined by drawing lots at the start of the race, just like in the simple mode.

[0141] In addition, the player can set the weather and conditions to either random or one of the 12 patterns shown in the figure. If random is selected, the weather and conditions are randomly determined by lottery at the start of the race, just like in simple mode.

[0142] The player can also set the motivation to one of five patterns, either random or as shown in the figure. If random is selected, the motivation is randomly determined by drawing lots at the start of the race, just like in the simple mode. If any pattern other than random is selected, the motivation of all characters participating in the race is uniformly set to the selected motivation.

[0143] In addition, the player can select the development rank of the character that can participate in the held race. Here, the development rank of the character that can participate in the race can be set to one of the illustrated ranks.

[0144] As described above, when various settings are completed on the simple mode setting screen or the detailed mode setting screen, a race character selection screen is displayed on the display 26. On the race character selection screen, the host player can select a character to be entered in the held race.

[0145] Fig. 16A is a diagram illustrating a race character selection screen. As shown in Fig. 16A, the race character selection screen displays character icons 210 corresponding to characters trained by the player, i.e., characters held by the player. When the character icon 210 is tapped, the character corresponding to the character icon 210 is provisionally selected, and the ability parameters of the character are displayed in the ability information display section 212. The player can check the ability parameters displayed in the ability information display section 212 and select the character to be raced.

[0146] When a selection operation unit 214 displayed on the race character selection screen is operated with any one of the characters provisionally selected, a strategy selection screen is displayed on the display 26.

[0147] 16B is a diagram illustrating a strategy selection screen. The strategy selection screen displays the strategy display section 111 in the training game described above. The player can set a strategy in the strategy display section 111. A cancel operation section 216 and an update operation section 218 are displayed below the strategy display section 111. When the cancel operation section 216 is operated, a race character selection screen is displayed, and when the update operation section 218 is operated, an entry information screen is displayed.

[0148] FIG. 16C is a diagram illustrating an entry information screen. On the entry information screen, a race character information tab 220 is displayed. On the race character information tab 220, information related to the character selected by the player is written. Here, the player can enter up to three characters in one held race. On the entry information screen, three race character information tabs 220 are displayed, and when one character is selected, information related to the character is written in the race character information tab 220 located at the top, as shown in FIG. 16C.

[0149] When the race character information tab 220, which does not contain any information related to a character, is tapped, the race character selection screen shown in Fig. 16A is displayed, and a character can be added in the same manner as described above. The entry information screen is provided with a confirmation button 222, and when the confirmation button 222 is operated, the registration procedure for holding the competition race is completed. In other words, when the confirmation button 222 is operated, the holding conditions of the competition race to be held, the race conditions, the characters who will run in the held race, and the strategy of the characters are confirmed.

[0150] When the registration procedure for holding a competitive race is completed, a race ID is issued in the server 1000. A race ID is given for each competitive race, and a room is created in the server 1000 when the race ID is issued. The room means an ID that can be managed by linking multiple player IDs to execute a multiplayer game, a storage area on the server 1000, and data. From the player's perspective, the room can also be said to be a virtual space where characters and players participating in the competitive race gather. In this embodiment, since one competitive race is executed in one room, the race ID can be said to be synonymous with the room ID. When the room is created, a waiting room screen is displayed on the display 26 of the host player who held the competitive race.

[0151] FIG. 16D is a diagram illustrating the waiting room screen of the host player. As shown in FIG. 16D, the waiting room screen displays the room name set by the host player, an image of the character participating in the battle race, and the race ID. A copy button 224 is provided near the race ID. Although a detailed explanation is omitted, when the copy button 224 is operated, the race ID is copied. By copying the race ID, the player can easily transmit the race ID to other players by using functions inside and outside the game app.

[0152] The host player's waiting room screen also has a return operation unit 226 and a start operation unit 228. When the return operation unit 226 is operated, the screen transitions to a predetermined screen such as a home screen or a multiplayer game top screen.

[0153] The remaining time until the start of the battle race is displayed near the start operation unit 228. In the player terminal 1 of the host player, the start operation unit 228 is enabled regardless of the remaining time. When the start operation unit 228 is operated, the battle race can be started regardless of the remaining time. More strictly speaking, the host player can derive the race results of the held race without waiting for the start time by operating the start operation unit 228. When the race results are derived, a race screen is reproduced and displayed on the display 26.

[0154] When the entry information tab 203 is operated on the multiplayer game top screen shown in Fig. 13A, a list of entered competitive races is displayed. The waiting room screen is redisplayed by tapping on the competitive race displayed at this time. Therefore, after registering the holding of a competitive race, the host player can hold the held race at any timing while checking the participation status of other players, etc.

[0155] The waiting room screen also has a detail display button 230. When the detail display button 230 is operated, a race detail screen is displayed on the display 26.

[0156] FIG. 17 is a diagram illustrating a race details screen. The race details screen displayed on the player terminal 1 of the host player displays the conditions for holding the battle race, the race conditions, etc. Also, the host player can edit the room name and message on the race details screen. That is, the host player can change the room name and message of the held race on the race details screen after the fact. Note that, here, the host player cannot change the holding conditions or the race conditions after the fact, but it is also possible to make it possible to change either or both of the holding conditions and the race conditions after the fact.

[0157] The race details screen is provided with a return operation unit 232, a decision operation unit 234, and a cancellation operation unit 236. When the return operation unit 232 is operated, a transition to a prescribed screen such as a waiting room screen or a multiplayer game top screen occurs. Furthermore, the decision operation unit 234 becomes effective when a room name or a message is input. When the decision operation unit 234 is operated, the changed room name or message is registered.

[0158] The host player can also cancel an ongoing race by operating the cancel operation unit 236. However, an ongoing race can only be canceled up to 15 minutes before the start. Therefore, when there are 15 minutes or more remaining until the start of the ongoing race, the cancel operation unit 236 is enabled, and when there are less than 15 minutes remaining, the cancel operation unit 236 is disabled.

[0159] As described above, once a race ID has been issued and a battle race has been reserved, other players will begin to be accepted to participate. The following describes the operations required to participate as a guest player in a battle race held by another player.

[0160] The participation tab 202 on the multiplayer game top screen shown in Fig. 13A is an operation section for participating in a battle race held by another player. When the participation tab 202 is operated, a room search screen is displayed.

[0161] 18A is a diagram illustrating a room search screen. A predetermined number of randomly extracted rooms, i.e., scheduled competition races that can be participated in, are displayed in a list on the room search screen. Specifically, the room search screen displays a competition race information interface 240 corresponding to the competition races extracted by the search. The competition race information interface 240 displays various information such as the room name, whether or not a private frame is set, whether or not spectating is possible, the race type, the number of characters currently registered to participate in the race relative to the number of participants, and the time remaining until the competition race starts.

[0162] The room search screen also has an input field 242 in which a race ID can be input, and a search start button 244. When the search start button 244 is operated after a race ID is input in the input field 242, a battle race information interface 240 corresponding to the input race ID is displayed. When the search start button 244 is operated without inputting a race ID in the input field 242, a search condition input screen (not shown) is displayed. In the search condition input screen, search conditions can be input, and battle races that match the search conditions can be searched for.

[0163] On the room search screen, for example, when the battle race information interface 240 is pressed and held, detailed information about the battle race is displayed. Also, when the battle race information interface 240 is tapped, the battle race is selected.

[0164] The room search screen is provided with a race entry reservation operation section 246 and a race spectator reservation operation section 248. When the race entry reservation operation section 246 is operated with any one of the competition races selected, a registration procedure is started for allowing a character to race as a guest player in the selected competition race.

[0165] In addition, in the registration procedure for having a character race as a guest player, a race character selection screen shown in FIG. 16A, a strategy selection screen shown in FIG. 16B, and an entry information screen shown in FIG. 16C are displayed, similar to the registration procedure for holding a battle race by the host player. The guest player, like the host player, can determine the character and strategy to be used in the battle race. Then, when the decision button 222 is operated on the entry information screen, the registration procedure for "racing" as a guest player is completed, and the waiting room screen for the guest player is displayed.

[0166] Fig. 18B is a diagram illustrating a waiting room screen for a guest player. As shown in Fig. 18B, the waiting room screen for a guest player displays the room name, information on characters scheduled to participate in the battle race determined by the guest player, and the like. In addition, a return operation unit 250 and a start operation unit 252 are provided on the waiting room screen for a guest player. When the return operation unit 250 is operated, a transition to a predetermined screen such as a home screen or a multiplayer game top screen occurs.

[0167] The remaining time until the start of the head-to-head race is displayed near the start operation unit 252. In the player terminal 1 of the guest player, the start operation unit 252 is disabled until the start time arrives. The start operation unit 252 is enabled when the start time arrives, and when the enabled start operation unit 252 is operated, a race screen for the head-to-head race is displayed.

[0168] It should be noted that a details display button 254 is provided on the waiting room screen for the guest player. When the details display button 254 is operated, the screen transitions to a race details screen on which detailed information about the battle race is displayed. On the race details screen displayed on the player terminal 1 of the guest player, participation in the battle race can be cancelled. Although a detailed explanation will be omitted, a guest player can cancel participation in a battle race up until 15 minutes before the start of the battle race. However, a guest player may be able to cancel participation in a battle race regardless of the remaining time.

[0169] Furthermore, when a competition race is selected and the viewing reservation operation unit 248 is operated, a reservation is made for viewing the selected competition race. When a viewing reservation is made, information on the characters scheduled to run is displayed on the waiting room screen. In this case as well, a start operation unit 252 is provided on the waiting room screen, and the race screen can be viewed when the start time arrives. Also, a guest player can cancel viewing from the waiting room screen.

[0170] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000 for executing the above game. Note that the functional configuration relating to entry into a competition race will be described here, and a description of the other configurations will be omitted.

[0171] (Functional configuration of player terminal 1) 19 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0172] The terminal-side game control program includes a transmission / reception program 300, an image control program 302, and an information update program 304. Note that the programs listed in Fig. 19 are just examples, and the terminal-side game control program includes many other programs.

[0173] The data storage area 12b is provided with a player information storage unit 310 as a storage unit for storing data. The player information storage unit 310 stores various information related to the battle race. Specifically, the player information storage unit 310 stores information related to the battle race held as a host player, information related to the battle race in which the player participates as a guest player, the number of reservations for the held race indicating the number of reservations, the total number of reservations indicating the total number of reservations for the held race and the participating race, and the like. The information related to the battle race includes information on all participating characters and race result information.

[0174] Furthermore, the data storage area 12b is provided with a number of storage sections for storing information on the player, information on the characters trained by the player, information on the training game, and the like, in addition to information on the competition races.

[0175] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a transmission / reception unit 300a, an image control unit 302a, and an information update unit 304a.

[0176] Specifically, the CPU 10 runs a transmission / reception program 300, causing the computer to function as a transmission / reception unit 300a. Similarly, the CPU 10 runs an image control program 302 and an information update program 304, causing the programs to function as an image control unit 302a and an information update unit 304a, respectively.

[0177] The transmitting / receiving unit 300a transmits various information to the server 1000 based on an operation input by the player to the player terminal 1. In addition, the transmitting / receiving unit 300a receives information associated with the player ID of the player currently logged in to the player terminal 1, from among the receivable information set in the server 1000.

[0178] The image control unit 302a displays a game screen on the display 26 based on an operational input by the player to the player terminal 1.

[0179] The information update unit 304 a stores various pieces of information in the player information storage unit 310 based on the operation input by the player to the player terminal 1 and the information received from the server 1000 .

[0180] (Functional configuration of server 1000) 20 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0181] The server-side game control program includes a transmission / reception program 1200, a room creation program 1202, a host player information setting program 1204, a guest player information setting program 1206, a start time management program 1208, an early start program 1210, a race result derivation program 1212, an entry management program 1214, a room deletion program 1216, and a change program 1218. Note that the programs listed in Fig. 20 are just examples, and the server-side game control program includes many other programs.

[0182] The data storage area 1012b includes a player information storage section 1300 and a competition race information storage section 1302 as storage sections for storing data.

[0183] Various information related to the battle race is stored in the player information storage unit 1300. Specifically, the player IDs of all players are stored in the player information storage unit 1300. In addition, the player information storage unit 1300 stores information related to the player, information related to the character trained by the player, information related to the training game, information related to the battle race held as a host player, information related to the battle race in which the player participates as a guest player, the number of reservations to be held, the total number of reservations, and the like, all of which are linked to the player ID.

[0184] All race IDs are stored in the competing race information storage unit 1302. Information related to the competing races is also stored in the competing race information storage unit 1302 in association with the race ID. The information related to the competing races stored in the competing race information storage unit 1302 includes the conditions for holding the competing race, the race conditions, the start time (the time remaining until the start), information related to characters scheduled to participate, race result information, and the like.

[0185] Furthermore, in addition to the player information storage section 1300 and the race competition information storage section 1302, the data storage area 1012b is provided with a number of storage sections for storing various types of information.

[0186] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a transmission / reception unit 1200a, a room creation unit 1202a, a host player information setting unit 1204a, a guest player information setting unit 1206a, a start time management unit 1208a, an advance start unit 1210a, a race result derivation unit 1212a, an entry management unit 1214a, a room deletion unit 1216a, and a change unit 1218a.

[0187] Specifically, the CPU 1010 operates a transmission / reception program 1200 to cause the computer to function as a transmission / reception unit 1200a. Similarly, the CPU 1010 operates a room creation program 1202, a host player information setting program 1204, a guest player information setting program 1206, a start time management program 1208, an advance start program 1210, a race result derivation program 1212, an entry management program 1214, a room deletion program 1216, and a change program 1218 to respectively function as a room creation unit 1202a, a host player information setting unit 1204a, a guest player information setting unit 1206a, a start time management unit 1208a, an advance start unit 1210a, a race result derivation unit 1212a, an entry management unit 1214a, a room deletion unit 1216a, and a change unit 1218a.

[0188] The transmitting / receiving unit 1200a receives information transmitted from the player terminal 1. In addition, the transmitting / receiving unit 1200a sets data to be received by the player terminal 1. Although details will be described later, the transmitting / receiving unit 1200a executes a process of causing the host player and guest player to receive the derived race results of the competitive race.

[0189] The room creation unit 1202a issues a race ID and creates a room. Specifically, the room creation unit 1202a secures a storage area in the battle race information storage unit 1302, and associates the race ID with the secured storage area. The room creation unit 1202a also stores the room name, message, holding conditions, race conditions, etc. set by the host player in the secured storage area. In other words, the room creation unit 1202a executes processing to create a room based on an operational input by the host player requesting the holding of a battle race in which multiple players can participate.

[0190] The host player information setting unit 1204a stores information related to the host player in the battle race information storage unit 1302. The information related to the host player stored in the battle race information storage unit 1302 includes a player ID given to the host player and information related to a character participating in the battle race, which is set by the host player.

[0191] That is, here, the host player information setting unit 1204a performs a process of linking the host player's player ID and the setting information related to the character set by the host player, which is necessary to derive the game result of the competitive race, to the room and storing them.

[0192] The guest player information setting unit 1206a stores information related to the guest player in the battle race information storage unit 1302. The information related to the guest player stored in the battle race information storage unit 1302 includes a player ID given to the guest player, information related to a character that will participate in the battle race set by the guest player, and information related to the participation type, such as "enter" or "watch".

[0193] That is, here, the guest player information setting unit 1206a performs a process of linking and storing the player ID assigned to the guest player and the setting information related to the character set by the guest player, which is necessary to derive the game result of the competitive race, to the room based on the operation input of one or more guest players different from the host player who request to enter the room.

[0194] The start time management unit 1208a manages the start time of each room, that is, the remaining time until the start of the competitive race. That is, here, the start time management unit 1208a executes a process of linking time information related to the start time of the competitive race with the room and managing it.

[0195] The advance starting unit 1210a executes processing to start a battle race based on a start operation input by the host player to start the battle race before the start time.

[0196] When the start time of the competition race arrives, the race result deriving unit 1212a performs a process of deriving the race result of the competition race based on the player information.

[0197] The entry management unit 1214a manages the number of reservations for host and guest players and the total number of reservations. That is, here, the entry management unit 1214a performs a process of disabling participation in other rooms when the number of rooms linked to the player ID of the guest player is a predetermined number (here, 5) or more, and enabling participation in a room when the number of rooms linked to the player ID of the guest player is less than the predetermined number.

[0198] The room deletion unit 1216a deletes a room based on the input of a request for canceling a battle race by the host player.

[0199] The change unit 1218a changes information related to the room, such as deleting information related to the guest player from the room, based on the input of a withdrawal request operation by the guest player to cancel participation in the battle race.

[0200] Next, the processing in the player terminal 1 and the server 1000 for executing a competitive race will be described. In the following, the player terminal 1 of the player who will be the host player will be called the host terminal, and the player terminal 1 of the player who will be the guest player will be called the guest terminal. In the following description, the processing performed by the host terminal will be represented as Hn (n is any integer), the processing performed by the server 1000 will be represented as Sn (n is any integer), and the processing performed by the guest terminal will be represented as Gn (n is any integer).

[0201] (Communication processing between player terminal 1 and server 1000) 21 is a first sequence diagram for explaining the processing of the player terminal 1 and the server 1000. When a room creation operation is input in the host terminal, the transmitting / receiving unit 300a of the host terminal transmits creation request information to the server 1000 (H1). The room creation operation is a tap operation of the decision button 222 on the entry information screen shown in FIG. 16C. The creation request information includes the player ID of the host player, the type of the battle race, the holding conditions, the race conditions, and information related to the characters to be entered in the battle race.

[0202] In the server 1000, when the transmitting / receiving unit 1200a receives the creation request information, the entry management unit 1214a executes an event determination process (S1).

[0203] 22 is a flow chart for explaining the holding determination process (S1) in the server 1000. The entry management unit 1214a acquires reservation number information of the host player stored in the player information storage unit 1300 (S1-1). The reservation number information includes the holding reservation number and the total reservation number. If the host player's holding reservation number is not 0 (NO in S1-2), the transmission / reception unit 1200a sets holding refusal information notifying that the competition race cannot be held so that it can be received by the host terminal (S1-3).

[0204] Furthermore, if the number of reservations for an event is 0 (YES in S1-2), the entry management unit 1214a determines whether the total number of reservations for the host player is less than 5 (S1-4). If the total number of reservations is not less than 5 (NO in S1-4), the transmission / reception unit 1200a sets the event refusal information in the same manner as above (S1-3).

[0205] As shown in FIG. 21, when the host terminal receives the holding refusal information, the image control unit 302a displays a holding refusal screen to inform the host player that the competitive race cannot be held (H2).

[0206] On the other hand, as shown in Fig. 22, if the number of reservations for an event is 0 (YES in S1-2) and the total number of reservations is less than 5 (YES in S1-4), the entry management unit 1214a calls a room creation processing module (S1-5). As a result, as shown in Fig. 21, following the event determination processing (S1), the room creation processing (S2), which will be described later, is started.

[0207] 23 is a flowchart explaining the room creation process (S2) in the server 1000. The room creation unit 1202a acquires a race ID (S2-1). The race ID is composed of a nine-digit number, and the room creation unit 1202a acquires one arbitrary race ID that is not currently in use. The room creation unit 1202a also reserves a storage area for the battle race information storage unit 1302 (S2-2), and stores starting conditions and the like as room information in the reserved storage area (S2-3).

[0208] The room information includes all information necessary to execute a competitive race. Here, the acquired race ID is stored in association with the address of the reserved memory area. The memory area associated with the race ID also stores the room name, message, competitive race start conditions, race conditions, etc. set by the host player.

[0209] The host player information setting unit 1204a also stores the player ID of the host player included in the creation request information as room information in the reserved storage area (S2-4). The host player information setting unit 1204a also stores information related to the characters to be entered in the battle race set by the host player, which is included in the creation request information, as room information in the reserved storage area (S2-5).

[0210] Furthermore, the entry management unit 1214a increments the number of event reservations linked to the player ID of the host player in the player information storage unit 1300 (S2-6). In this embodiment, the maximum number of events that the host player can simultaneously reserve is "1".

[0211] Although a detailed explanation is omitted, the player terminal 1 periodically receives reservation number information managed by the server 1000. Then, when the event reservation number is "1", the player terminal 1 is controlled so that operations to hold a new race cannot be performed. Therefore, creation request information requesting the creation of a room is not generally transmitted from the player terminal 1 of a player whose event reservation number is stored as "1" in the server 1000. Therefore, here, the event reservation number linked to the player ID of the host player is updated from "0" to "1".

[0212] Furthermore, the entry management unit 1214a increments the total number of reservations linked to the player ID of the host player in the player information storage unit 1300 (S2-7). In this embodiment, the maximum number of simultaneous entries that the host player can make is "5".

[0213] When the total number of reservations is "5", the player terminal 1 is controlled so that an operation to enter a new race cannot be performed. Therefore, basically, creation request information requesting the creation of a room is not transmitted from the player terminal 1 of a player whose total number of reservations is stored in the server 1000 as "5". Therefore, here, the total number of reservations linked to the player ID of the host player is updated to any one of "1" to "5".

[0214] The transmitting / receiving unit 1200a then sets the reservation number information, including the number of reservations for holding events and the total number of reservations, updated in S2-6 and S2-7 above, so that it can be received by the host terminal (S2-8).The transmitting / receiving unit 1200a also sets the room information stored in S2-3 to S2-5 above so that it can be received by the host terminal (S2-9).

[0215] Then, the start time management unit 1208a sets the start time in a timer in association with the race ID (S2-10). As will be described in detail later, the start time set here is subtracted as time passes in the server 1000. In this way, the remaining time until the start of the competition race is managed in the server 1000.

[0216] Returning to Fig. 21, when the room creation process (S2) is performed in the server 1000, the host terminal receives the room information and reservation quantity information, and the received information is stored in the player information storage unit 310 (H3). Also, in the host terminal, the image control unit 302a displays a waiting room screen based on the received information (H4).

[0217] Also, for example, assume that a room search operation is input on the guest terminal when multiple competitive races have been booked (G1). The room search operation includes tapping the participation tab 202 on the multiplayer game top screen shown in Fig. 13A and tapping the search start button 244 on the room search screen shown in Fig. 18A. When the search operation is input, search information is transmitted to the server 1000.

[0218] When the server 1000 receives the search information, it extracts rooms that can be joined and sets the extraction information so that the guest terminal can receive it (S3). When the guest terminal receives the extraction information, the image control unit 302a displays a list of rooms on the room search screen based on the received extraction information (G2).

[0219] Furthermore, when an entry request operation is input on the guest terminal (G3), entry request information is transmitted to the server 1000. The entry request operation includes tapping on the race entry reservation operation unit 246 or the spectator reservation operation unit 248 on the room search screen shown in Fig. 18A. The entry request information also includes the race ID in which the guest player requests participation, the participation type that identifies either "enter" or "spectate," and information related to the character set by the guest player.

[0220] In the server 1000, when the transmitting / receiving unit 1200a receives the entry request information, the entry management unit 1214a executes an entry determination process (S4).

[0221] 24 is a flow chart for explaining the entry judgment process (S4) in the server 1000. The entry management unit 1214a acquires reservation number information of guest players stored in the player information storage unit 1300 (S4-1). If the total number of reservations of the guest players is not less than 5 (NO in S4-2), the transmission / reception unit 1200a sets entry refusal information notifying the guest players that they cannot participate in the battle race so that the guest terminal can receive it (S4-3).

[0222] Furthermore, if the total number of reservations is less than 5 (YES in S4-2), the entry management unit 1214a checks the race ID included in the received entry request information (S4-4). Furthermore, the entry management unit 1214a judges whether the participation type included in the received entry request information is "participation" (S4-5). If the participation type is not "participation" (NO in S4-5), that is, if the participation type is "spectation", the entry management unit 1214a calls a room update processing module (S4-10). As a result, following the entry judgment processing (S4), the room update processing (S5) described below is started, as shown in FIG. 21.

[0223] On the other hand, if the participation type is "run" (YES in S4-5), the entry management unit 1214a acquires the number of entrants linked to the race ID from the competing race information storage unit 1302 (S4-6). The entry management unit 1214a also acquires the number of registered characters scheduled to run linked to the race ID from the competing race information storage unit 1302 (S4-7).

[0224] The entry management unit 1214a judges whether there are enough slots to allow all 1 to 3 characters set by the guest player to participate in the race based on the acquired number of participants and the number of registered characters (S4-8). If there are not enough slots (NO in S4-8), the transmission / reception unit 1200a sets entry refusal information as described above (S4-3).

[0225] If there are enough entry slots (YES in S4-8), the entry management unit 1214a checks the time remaining until the start of the corresponding race (S4-9). If the remaining time is 15 minutes or more (YES in S4-9), the entry management unit 1214a calls the room update processing module (S4-10). On the other hand, if the remaining time is less than 15 minutes (NO in S4-9), the transmission / reception unit 1200a sets entry refusal information (S4-3).

[0226] 21, when the guest terminal receives the entry refusal information, the image control unit 302a displays an entry refusal screen indicating that entry, i.e., participation, is not possible on the display 26 (G4). Also, when it is determined in the entry determination process (S4) that entry, i.e., participation, is possible, the server 1000 executes a room update process (S5).

[0227] 25 is a flowchart explaining the room update process (S5) in the server 1000. The guest player information setting unit 1206a stores the player ID of the guest player included in the entry request information in a storage area linked to the race ID of the battle race in which the guest player is requested to participate (S5-1). In addition, the guest player information setting unit 1206a stores the participation type set by the guest player in association with the player ID of the guest player (S5-2).

[0228] Furthermore, if the participation type is "run a race" (YES in S5-3), the guest player information setting unit 1206a stores information related to the character set by the guest player in association with the race ID and the player ID (S5-4).

[0229] Furthermore, the entry management unit 1214a increments the total number of reservations linked to the player ID of the guest player in the player information storage unit 1300 (S5-5). In this embodiment, the maximum number of reservations that a guest player can make at the same time is "5".

[0230] Although a detailed explanation is omitted, the player terminal 1 is controlled so that when the total number of reservations is "5", an operation to participate in a new race cannot be performed. Therefore, entry request information requesting entry into a room is not generally transmitted from the player terminal 1 of a player whose total number of reservations is stored in the server 1000 as "5". Therefore, here, the total number of reservations linked to the player ID of the guest player is updated to any one of "1" to "5".

[0231] The transmitting / receiving unit 1200a then sets reservation number information, including the total number of reservations updated in S5-5, so that the guest terminal can receive it (S5-6). The transmitting / receiving unit 1200a also sets room information linked to the race ID so that the host terminal and guest terminal can receive it (S5-7). Specifically, the transmitting / receiving unit 1200a sets the room information linked to all player IDs linked to the race ID.

[0232] 21, when the room update process (S5) is performed in the server 1000, the guest terminal receives the room information and reservation number information, and the received information is stored in the player information storage unit 310 (G5). Also, in the guest terminal, the image control unit 302a displays a waiting room screen based on the received information (G6).

[0233] Furthermore, in the player terminal 1, while the game application is running, i.e., while the game is being played, a communication connection is periodically established with the server 1000. For example, during a training game, when a predetermined screen transition occurs during the game, when a login operation is performed, etc., a communication connection is established between the player terminal 1 and the server 1000 at a predetermined timing. Here, the process in which the player terminal 1 establishes a communication connection with the server 1000 is referred to as a server access process.

[0234] For example, suppose that in the host terminal, after the room update process (S5) in the server 1000, the server access process is performed (H5). In this case, since the room information is set in the server 1000 in association with the player ID of the host terminal, the transmitting / receiving unit 300a of the host terminal receives the room information from the server 1000. In the host terminal, the information updating unit 304a updates the player information storage unit 310 based on the received room information (H6). Also, when an operation to display a waiting room screen is input in the host terminal, the image control unit 302a displays the waiting room screen based on the updated room information.

[0235] 26 is a second sequence diagram for explaining the processing of the player terminal 1 and the server 1000. When a promotion request operation (start operation) is input in the host terminal, the transmitting / receiving unit 300a transmits promotion request information to the server 1000. The promotion request operation is a tap operation of the start operation unit 228 on the waiting room screen of the host player shown in FIG. 16D. The promotion request information also includes the player ID of the host player and the race ID.

[0236] In the server 1000, when the transmitting / receiving unit 1200a receives the advance request information, the advance initiation unit 1210a executes an advance initiation process (S11).

[0237] 27 is a flow chart for explaining the advance start process (S11) in the server 1000. The advance start unit 1210a checks the remaining time until the start of the corresponding race (S11-1). If the remaining time is 15 minutes or more (YES in S11-1), the advance start unit 1210a performs a standby process to wait, for example, for 10 seconds (S11-2). When the standby time has elapsed, the race result derivation unit 1212a performs the result derivation process (S100).

[0238] In the advance start process, the standby process (S11-2) is not essential, and the result derivation process (S100) may be immediately performed. However, by providing the standby process, even if the timing of the advance request operation of the host player and the entry request operation of the guest player are almost the same, the guest player can enter, and many players can participate in the battle race.

[0239] 28 is a flowchart explaining the result derivation process in the server 1000. The race result derivation unit 1212a acquires information related to all characters linked to the race ID in the competing race information storage unit 1302 (S100-1). In addition, the race result derivation unit 1212a acquires the race conditions linked to the race ID in the competing race information storage unit 1302 (S100-2).

[0240] Next, the race result derivation unit 1212a performs a simulation of a head-to-head race based on the acquired character-related information and race conditions, and derives the race results (S100-3). Although a detailed explanation is omitted, in the simulation of a head-to-head race, the ability parameters and skill information of all characters are input into an arithmetic formula, and the race results are derived based on the arithmetic results. The race conditions, such as weather and motivation, are input into the arithmetic formula as variables. Also, randomly extracted variables are input into the arithmetic formula, which introduces uncertainty into the race results.

[0241] Then, when the race result is derived, the race result derivation unit 1212a stores result information indicating the race result in the competition race information storage unit 1302. In addition, the transmission / reception unit 1200a sets the result information so that the host terminal and the guest terminal can receive it (S100-4).

[0242] As described above, when the host player inputs an advance request operation, the race result is derived without waiting for the start time. Note that, in this example, the condition for deriving the race result without waiting for the start time is that the remaining time until the start of the competition race is 15 minutes or more. However, the condition for deriving the race result without waiting for the start time is not limited to this.

[0243] FIG. 29 is a flow chart for explaining the advance start process in the server 1000 according to the modified example. In the advance start process according to the modified example, the process of S11-0 is added before S11-1 of the advance start process according to the above-mentioned embodiment. Specifically, when the advance request information is received, the advance start unit 1210a judges whether the number of player IDs linked to the race ID is equal to or greater than a predetermined number (S11-0). Then, if the number of player IDs linked to the race ID is equal to or greater than the predetermined number, the process from S11-1 onwards is performed in the same manner as described above.

[0244] That is, in the modified example, the race results can be derived without waiting for the start time, provided that the number of race IDs, i.e., player IDs linked to the room, is equal to or greater than a predetermined number. In other words, the race results can be derived without waiting for the start time, provided that a predetermined number or more of guest players have registered their characters to run.

[0245] Here, the number of player IDs linked to the race ID is determined, but for example, instead of or in addition to the number of player IDs, it may be determined whether the number of characters registered to run is a predetermined number or more.

[0246] Returning to Fig. 26, when a race result display operation is input at the host terminal and the guest terminal (H12, G11), the transmission / reception unit 300a transmits result request information to the server 1000. The race result display operation is a tap operation on the operation unit that is displayed after a tap operation on the start operation unit 228, 252. The result request information is information that requests the transmission of the race results.

[0247] In the server 1000, when the result request information is received, the entry management unit 1214a executes reservation quantity update processing (S12).

[0248] FIG. 30 is a flowchart for explaining the reservation number update process in the server 1000. The entry management unit 1214a identifies the player ID of the player terminal 1 that transmitted the result request information, and decrements the reservation number information stored in the player information storage unit 1300 (S12-1). Here, when the entry management unit 1214a receives the result request information from the host terminal, it decrements the opening reservation number and the total reservation number. Also, when the entry management unit 1214a receives the result request information from the guest terminal, it decrements the total reservation number. Also, the transmission / reception unit 1200a sets the reservation number information updated in S12-1 so that it can be received by the player terminal 1 that transmitted the result request information (S12-2).

[0249] Returning to FIG. 26, in the host terminal and the guest terminal, the transmitting / receiving unit 300a receives the result information and the reservation number information set in the server 1000. In the host terminal and the guest terminal, when the result information set in the server 1000 is received, the information updating unit 304a stores the result information in the player information storage unit 310 (H13, G12). In addition, the image control unit 302a displays the race result on the display 26 (H14, G13). In addition, the information updating unit 304a updates the reservation number information in the player information storage unit 310 (H15, G14).

[0250] In this case, it is assumed that the reservation quantity information is updated in the server 1000 before the race results are displayed in the player terminal 1. However, the reservation quantity information may be updated in the server 1000 after the display of the race results in the player terminal 1 is completed.

[0251] As described above, the server 1000 performs various processes related to the race based on the information received from the host terminal and the guest terminal. The server 1000 also performs timer interrupt processing regardless of whether information is received from the host terminal and the guest terminal. This timer interrupt processing is executed repeatedly every few milliseconds. Here, the timer interrupt processing includes a start time monitoring process that monitors the start time.

[0252] FIG. 31 is a flowchart explaining the start time monitoring process in the server 1000. The competition race information storage unit 1302 has a list in which the race ID and the start time are linked. When a room is created and a race ID is issued, the race ID and the start time are added to this list. The start time management unit 1208a decrements the start times linked to all race IDs entered in the list (S200-1). Then, the start time management unit 1208a extracts race IDs whose start times updated in S200-1 are 0 (S200-2). The race result derivation unit 1212a executes the same result derivation process (S100) as above for all race IDs extracted in S200-2.

[0253] In this way, in the server 1000, when the start time set by the host player arrives, the race result is derived regardless of the presence or absence of an operational input by the player. The derived race result is stored in the competition race information storage unit 1302 in association with the race ID. Therefore, after the start time has elapsed, the player terminal 1 performs a server access process, whereby the player terminal 1 receives the race result.

[0254] 32 is a third sequence diagram for explaining the processing of the player terminals 1 and the server 1000. When an event cancellation request operation is input in the host terminal, the transmitting / receiving unit 300a of the host terminal transmits event cancellation request information to the server 1000 (H21). The event cancellation request operation is a tap operation on the event cancellation operation unit 236 on the race details screen shown in FIG. 17. The event cancellation request information also includes the player ID of the host player and the race ID.

[0255] In the server 1000, when the transmitting / receiving unit 1200a receives the event cancellation request information, the room deletion unit 1216a executes room deletion processing (S21).

[0256] FIG. 33 is a flow chart for explaining the room deletion process in the server 1000. The room deletion unit 1216a judges whether the start time linked to the race ID included in the event cancellation request information, i.e., the remaining time until the start of the battle race, is 15 minutes or more (S21-1). If the remaining time is 15 minutes or more (YES in S21-1), the host player information setting unit 1204a updates the reservation number information linked to the host player's player ID stored in the player information storage unit 1300 (S21-2). Here, the host player information setting unit 1204a subtracts "1" from the event reservation number and the total reservation number linked to the host player's player ID, respectively.

[0257] Also, here, the guest player information setting unit 1206a updates the reservation number information linked to the player ID of the guest player stored in the player information storage unit 1300. Specifically, the guest player information setting unit 1206a subtracts "1" from the total reservation number linked to the player ID of the guest player.

[0258] Next, the transmitting / receiving unit 1200a sets the reservation quantity information updated in S21-2 so that it can be received by the host terminal and the guest terminal (S21-3). The transmitting / receiving unit 1200a also sets extinction information indicating that the room has been extinguished, linking it to the deleted race ID (S21-4). Here, the transmitting / receiving unit 1200a sets the extinction information, linking it to the player IDs of all players who were registered to participate in the battle race.

[0259] Furthermore, the room deletion unit 1216a erases the race ID stored in the battle race information storage unit 1302 and the room information linked to the race ID (S21-5).

[0260] 32, when the host terminal receives the disappearance information and the reservation quantity information, the information updating unit 304a deletes the room information from the player information storage unit 310 (H22). The information updating unit 304a also updates the reservation quantity information in the player information storage unit 310 (H23).

[0261] Furthermore, after the server 1000 performs a room deletion process (S21), when the guest terminal performs a server access process (G21), the transmitting / receiving unit 300a receives the deletion information and reservation number information set in the server 1000. In the guest terminal, upon receiving the deletion information and reservation number information, the information updating unit 304a erases the room information from the player information storage unit 310 (G22). Furthermore, the information updating unit 304a updates the reservation number information in the player information storage unit 310 (G23).

[0262] 34 is a fourth sequence diagram for explaining the processing of the player terminal 1 and the server 1000. When a decline request operation is input in the guest terminal, the transmitting / receiving unit 300a of the guest terminal transmits decline request information to the server 1000 (G31). The decline request operation can be input on a race details screen to which a transition from a waiting room screen takes place. The decline request information also includes the player ID of the guest player and the race ID.

[0263] In the server 1000, when the transmitting / receiving section 1200a receives the decline request information, the changing section 1218a executes a change process (S31).

[0264] FIG. 35 is a flowchart explaining the change process in the server 1000. The change unit 1218a judges whether the start time linked to the race ID included in the withdrawal request information, i.e., the remaining time until the start of the battle race, is 15 minutes or more (S31-1). If the remaining time is 15 minutes or more (YES in S31-1), the guest player information setting unit 1206a updates the reservation number information linked to the player ID of the guest player stored in the player information storage unit 1300 (S31-2). Here, the guest player information setting unit 1206a subtracts "1" from the total reservation number linked to the player ID of the guest player.

[0265] Next, the transmitting / receiving unit 1200a sets the reservation number information updated in S31-2 so that it can be received by the guest terminal (S31-3). The transmitting / receiving unit 1200a also sets withdrawal completion information indicating that the participation cancellation has been completed so that it can be received by the guest terminal (S31-4). The changing unit 1218a also erases the player information of the relevant guest player from the room information linked to the race ID in the competition race information storage unit 1302 (S31-5).

[0266] 34, when the guest terminal receives the decline completion information and the reservation number information, the information update unit 304a deletes the room information from the player information storage unit 310 (G32). In addition, the information update unit 304a updates the reservation number information in the player information storage unit 310 (G33).

[0267] Furthermore, when the server access process is performed in the host terminal (H31) after the change process (S31) is performed in the server 1000, the transmitting / receiving unit 300a receives the room information set in the server 1000. In the host terminal, upon receiving the room information, the information updating unit 304a updates the room information in the player information storage unit 310 (H32). Furthermore, in the case where a waiting room screen is displayed in the host terminal, the image control unit 302a updates the waiting room screen based on the room information (H33).

[0268] As described above, the host player can cancel holding a competitive race after the fact, and the guest player can cancel participation in a competitive race after the fact.

[0269] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.

[0270] In the above embodiment, the division of the processes between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, and the execution timing and the device that executes them are not particularly limited. For example, the above embodiment shows a case where the room creation process (S2) and the room update process (S5) are executed by the server 1000. However, the room creation process (S2) or the room update process (S5) may be executed by the host terminal. In other words, the above-mentioned processes in the server 1000 may be executed for each battle race in the host terminal that holds the battle race.

[0271] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed appropriately without departing from the scope of the present invention.

[0272] In the above embodiment, a game in which a character held by a player is made to run in a competitive race has been described, but the content of the game is not limited to the above embodiment. The present invention is widely applicable to multiplayer games in which multiple players can participate, and is applicable to all game genres. Therefore, in the above embodiment, a competitive game in which a player makes a character compete against another player has been described, but it may also be a cooperative game in which multiple players cooperate to compete against a computer.

[0273] In the above embodiment, a detailed mode is provided in the multiplayer game, and the host player can set the conditions for holding the battle race and the race conditions. However, all the conditions for holding the battle race held by the host player and the race conditions may be preset and cannot be changed.

[0274] Also, in the above embodiment, a player who enters a character in a battle race can select the character to be entered. Therefore, in the above embodiment, the player information of a player participating in a battle race includes, in addition to the player ID, setting information necessary for deriving the race result, such as information related to the character set by the host player or guest player. However, it is sufficient that the player information includes at least the player ID. In this case, for example, a character corresponding to each player may be randomly determined in the server 1000, and the race result may be derived by the determined character.

[0275] In the above embodiment, the host player can input an advance request operation to start the competitive race before the start time. However, the advance request operation is not essential, and it may be impossible to derive the race result before the start time.

[0276] In the above embodiment, one player can enter multiple battle races at the same time. In other words, in the above embodiment, one player ID can be linked to multiple rooms. In the above embodiment, when the number of rooms linked to the player ID of a guest player is equal to or greater than a predetermined number, the guest player cannot participate in other rooms, and when the number of rooms linked to the player ID of a guest player is less than the predetermined number, the guest player can participate in a room. However, one player may only be able to enter one multiplayer game at the same time.

[0277] The information processing program for executing the processes in the above-described embodiment may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including the storage medium may be provided. The above-described embodiment may also be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0278] 1 Player terminal 1000 servers S Information Processing System

Claims

1. A process of creating a room to which a player ID is linked based on an operation input by a first player requesting the holding of a multiplayer game in which a plurality of players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; a process for enabling one or more second players different from the first player to input a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; a process of storing, when the first operation is input by the second player, player information of the second player, including at least a player ID given to the second player, first identification information indicating participation in the multiplayer game, and setting information for deriving a game result of the multiplayer game, in association with the room; when the second operation is input by the second player, a process of storing player information of the second player, the player information including at least a player ID given to the second player and second identification information indicating viewing of the multiplayer game, in association with the room; a process of deriving a game result of the multiplayer game based on the setting information when a start time of the multiplayer game is reached; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; An information processing program that causes a computer to carry out the above.

2. The room is associated with permission information that permits viewing of the multiplayer game or non-permission information that prohibits viewing of the multiplayer game based on an operation input by the first player, When the non-permission information is associated with the room, player information of the second player including the second identification information is not associated with the room. The information processing program according to claim 1 .

3. 3. The information processing program according to claim 1, further comprising causing a computer to execute a process of causing the first player and the second player to receive the derived game result of the multiplayer game.

4. The room is linked with information indicating whether or not a participation slot for the second player having a predetermined relationship with the first player is set.

3. The information processing program according to claim 1 or 2.

5. causing the computer to further execute a process of starting the multiplayer game based on a start operation input by the first player for starting the multiplayer game before the start time; the process of starting the multiplayer game based on the input of a start operation by the first player is executable on the condition that the number of the player IDs associated with the room is equal to or greater than a predetermined number.

3. The information processing program according to claim 1 or 2.

6. One player ID can be linked to multiple rooms.

3. The information processing program according to claim 1 or 2.

7. 7. The information processing program according to claim 6, further causing a computer to perform a process of making it impossible for the second player to participate in other rooms when the number of rooms linked to the player ID of the second player is equal to or greater than a predetermined number, and making it possible for the second player to participate in the room when the number of rooms linked to the player ID of the second player is less than a predetermined number.

8. A gaming device including one or more computers, The computer includes: A process of creating a room to which a player ID is linked based on an operation input by a first player requesting the holding of a multiplayer game in which a plurality of players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; a process for enabling one or more second players different from the first player to input a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; a process of storing, when the first operation is input by the second player, player information of the second player, including at least a player ID given to the second player, first identification information indicating participation in the multiplayer game, and setting information for deriving a game result of the multiplayer game, in association with the room; when the second operation is input by the second player, a process of storing player information of the second player, the player information including at least a player ID given to the second player and second identification information indicating viewing of the multiplayer game, in association with the room; a process of deriving a game result of the multiplayer game based on the setting information when a start time of the multiplayer game is reached; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; A game device that performs the above.

9. An information processing system including one or more computers, The computer includes: A process of creating a room to which a player ID is linked based on an operation input by a first player requesting the holding of a multiplayer game in which a plurality of players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; a process for enabling one or more second players different from the first player to input a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; a process of storing, when the first operation is input by the second player, player information of the second player, including at least a player ID given to the second player, first identification information indicating participation in the multiplayer game, and setting information for deriving a game result of the multiplayer game, in association with the room; when the second operation is input by the second player, a process of storing player information of the second player, the player information including at least a player ID given to the second player and second identification information indicating viewing of the multiplayer game, in association with the room; a process of deriving a game result of the multiplayer game based on the setting information when a start time of the multiplayer game is reached; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; An information processing system that carries out the above.

10. 1. An information processing method performed by one or more computers, comprising: A process of creating a room to which a player ID is linked based on an operation input by a first player requesting the holding of a multiplayer game in which a plurality of players can participate; storing player information of the first player, the player information including at least a player ID assigned to the first player, in association with the room; a process of managing time information relating to a start time of the multiplayer game in association with the room; a process for enabling one or more second players different from the first player to input a first operation for participating in the multiplayer game and a second operation for watching the multiplayer game; a process of storing, when the first operation is input by the second player, player information of the second player, including at least a player ID given to the second player, first identification information indicating participation in the multiplayer game, and setting information for deriving a game result of the multiplayer game, in association with the room; when the second operation is input by the second player, a process of storing player information of the second player, the player information including at least a player ID given to the second player and second identification information indicating viewing of the multiplayer game, in association with the room; a process of deriving a game result of the multiplayer game based on the setting information when a start time of the multiplayer game is reached; a process of displaying the game result based on a predetermined operation input by the second player who input the first operation or the second operation after the game result has been derived; An information processing method comprising:

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