Program and Information Processing Apparatus

The program and information processing apparatus dynamically compiles and determines support characters to generate varied support effects and breeding results, addressing the limitations of fixed support characters in breeding games, thereby enhancing player engagement and character development.

JP7708277B1Active Publication Date: 2025-07-15SEGA CORP
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Patent Information

Application Number
JP2024120668
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-26
Publication Date
2025-07-15
Estimated Expiration
2044-07-26

AI Technical Summary

Technical Problem

Existing breeding games have fixed support characters, leading to standardized support effects and breeding results, limiting variability and player engagement.

Method used

A program and information processing apparatus that automatically compiles and determines support characters to generate varying support effects and breeding results by allowing players to select from a plurality of training target characters, with a focus on privileged statuses and skills that can advantageously advance the game.

Benefits of technology

Enhances player engagement by providing diverse support effects and breeding outcomes, allowing for personalized character development and improved game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007708277000001_ABST
    Figure 0007708277000001_ABST
Patent Text Reader

Abstract

Vary the generated support effects and the like. 【Solution means】Before the start of a training scenario for training a first training target character, the program causes the computer to function as a compilation means 52 that automatically compiles a predetermined number or fewer support characters from among the support characters associated with the player, a determination means 54 that determines the compiled support characters as support characters to be used for the first training target character, and a progress means 56 that generates a support effect corresponding to the determined support characters and advances a training scenario for updating the status corresponding to the first training target character. The compilation means 52 automatically compiles support characters that generate a support effect for training a privileged status corresponding to the first training target character.
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Description

Technical Field

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

[0002] Conventionally, there has been known a breeding game in which a character (bred completed character) having different statuses can be generated every time a player plays a breeding scenario.

[0003] Regarding this, Patent Document 1 discloses a technique capable of increasing the parameters of a character to be bred or causing the character to be bred to acquire skills according to the support effect of a support character used for the character to be bred.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the technique described in Patent Document 1 has a problem that the support character used in the breeding scenario is fixed, and the generated support effect and the breeding result of the character to be bred are standardized.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of varying the support effect generated in each breeding scenario and the breeding result of the character to be bred.

Means for Solving the Problems

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a training scenario for training a first training target character selected by a player from a plurality of training target characters, which causes a computer to, before the start of a training scenario for training the first training target character, automatically organize a predetermined number or less of support characters from among the support characters associated with the player; determination means for determining, in response to an instruction from the player, the organized support characters as support characters to be used for the first training target character; progress means for generating a support effect corresponding to the determined support characters and advancing a training scenario for updating the status corresponding to the first training target character. The organizing means automatically organizes, before the start of the training scenario, support characters that generate a support effect for training a privileged status corresponding to the first training target character. The privileged status is a status that can advantageously advance the target game included in the training scenario through training, and the privileged statuses corresponding to at least two training target characters are different statuses.

[0008] Further, in a second aspect of the present invention, the status corresponding to the first training target character includes acquired skills, the privileged status is a predetermined skill that can advantageously advance the target game through acquisition, and the organizing means automatically organizes support characters that generate a support effect for causing the first training target character to acquire the predetermined skill.

[0009] Further, in a third aspect of the present invention, the target game is a game in which rankings are competed, and the higher the ranking at the end, the more skills can be acquired by the first training target character.

[0010] Also, in the fourth aspect of the present invention, the status corresponding to the first character to be trained includes multiple types of parameters, the preferential status is a predetermined type of parameter that can advantageously progress the target game by increasing, and the formation means automatically forms a support character that generates a support effect for increasing the predetermined type of parameter corresponding to the first character to be trained.

[0011] Also, in the fifth aspect of the present invention, the target game is a game that competes for rankings, and the higher the ranking at the end, the more one or more types of parameters corresponding to the first character to be trained are increased.

[0012] An information processing apparatus according to a sixth aspect of the present invention is an information processing apparatus for executing a training scenario for training a first character to be trained selected by a player from among a plurality of characters to be trained. Before the start of the training scenario for training the first character to be trained, a formation means for automatically forming a predetermined number or less of support characters from among the support characters associated with the player, a determination means for determining, in response to an instruction from the player, the formed support characters as support characters to be used for the first character to be trained, and a progress means for generating a support effect corresponding to the determined support characters and progressing a training scenario for updating the status corresponding to the first character to be trained. The formation means automatically forms a support character that generates a support effect for training a preferential status corresponding to the first character to be trained before the start of the training scenario. The preferential status is a status that can advantageously progress the target game included in the training scenario by training, and the preferential statuses corresponding to at least two characters to be trained are different statuses.

Effect of the Invention

[0013]

[0014]

[0015]

[0016]

[0017]

[0018] According to the present invention, it is possible to vary the support effects generated in each training scenario and the training results of the characters to be trained.

Brief Description of the Drawings

[0019]

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Figure 10

Modes for Carrying Out the Invention

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

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

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

[0023] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

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

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

[0026] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

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

[0028] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.

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

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

[0031] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that it includes, for example, operating means, a display device, and a sound output device.

[0032] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.

[0033] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

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

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

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

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

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

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

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

[0041] <Game Overview> The game according to the first embodiment includes a cultivation scenario for cultivating a character to be cultivated, a battle game, and the like.

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

[0043] For example, the player can acquire (own) a character to be cultivated or a support character by executing a lottery game (e.g., gacha). In the first embodiment, the character to be cultivated and the support character are, for example, racehorse characters.

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

[0045] Subsequently, after the player selects the first character to be trained, the player can deck-compose (select) support characters to be used for training the first character to be trained. For example, the player can manually compose up to a predetermined number (e.g., 6) of support characters to be used from among the support characters the player owns or the support characters owned by other players (e.g., friend players, followed players, etc.). Also, for example, the player can automatically compose up to a predetermined number (e.g., 6) of support characters to be used by instructing the auto-compose button from among the support characters the player owns or the support characters owned by other players (e.g., friend players, followed players, etc.) (rentable support characters). For example, the player can deck-compose up to 5 support characters from among the support characters the player owns and up to 1 support character from among the support characters owned by other players.

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

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

[0048] The target game according to the first embodiment is a game in which the first cultivation target character challenges a target. For example, the target game is a race (target race) in which the first cultivation target character starts at a racecourse. This target game is, for example, a result according to various parameters and acquired skills of the first cultivation target character in the current turn. For example, before executing the target game, the player can consume the skill points given to the first cultivation target character on the skill acquisition screen and have the first cultivation target character acquire one or more skills from the acquirable skills of the first cultivation target character.

[0049] Also, in the target game, if the performance of the first character to be trained does not meet the clearance condition, the continuation of the training scenario (progress to the next turn) is restricted. Examples of this clearance condition include, for example, finishing within a predetermined rank (e.g., within the top 3) in a race (competition). For example, if the first character to be trained cannot finish within the predetermined rank, the player chooses whether to continue (re-challenge) the target game or end the training scenario. This choice to continue requires, for example, the consumption of paid stones, free stones, continue items, etc. that the player owns. On the other hand, in the target game, if the performance of the first character to be trained meets the clearance condition, the training scenario continues (e.g., progresses to the next turn).

[0050] Also, the target game is, for example, a game in which a total of 8 characters including the first character to be trained compete for rank, and the higher the rank (result rank) at the end of the target game, the more skills the first character to be trained acquires or one or more types of parameters corresponding to the first character to be trained increase. Examples of characters other than the first character to be trained include, for example, NPCs (Non Player Characters) and training target characters owned by other players. Specifically, examples of this game in which characters compete for rank include a racing game, a tournament-style battle game, a game in which the total acquired score (total acquired points) is competed, etc.

[0051] For example, when the first character to be trained ranks first at the end of the target game, among the current parameters corresponding to the first character to be trained, increase speed, stamina, and wisdom by 30, and add "becomes good at track A", "becomes good at long distances", and "becomes good at good condition" to the acquirable skills corresponding to the first character to be trained. Also, for example, when the first character to be trained ranks second in the target game, among the current parameters corresponding to the first character to be trained, increase speed and stamina by 20, and add "becomes good at track A" and "becomes good at long distances" to the acquirable skills corresponding to the first character to be trained. Also, for example, when the first character to be trained ranks third in the target game, among the current parameters corresponding to the first character to be trained, increase stamina by 10, and add "becomes good at track A" to the acquirable skills corresponding to the first character to be trained.

[0052] In addition, the battle game according to the first embodiment is a game in which one trained completed character generated from the first character to be trained in the training scenario battles against one enemy character. Examples of this enemy character include trained completed characters owned by other players, NPCs (Non Player Characters), and the like. Also, examples of this battle game include a battle race that uses various parameters and skills corresponding to the trained completed character. When the player wins the battle game, the player can obtain rewards such as items and coins. Note that the battle game may be a team battle in which a team composed of a plurality of trained completed characters battles against a team composed of a plurality of enemy characters.

[0053] (Specific Example 1) <Functional Means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.

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

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

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

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

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

[0059] Examples of the types of characters include characters to be trained, trained characters generated by the player, support characters that support the training of characters to be trained (first characters to be trained) in a training scenario, and the like. These characters to be trained and support characters are, for example, characters that can be obtained in a lottery game or the like. On the other hand, a trained character is a character generated based on a character to be trained that has been trained in a training scenario when the training scenario executed by the player ends. In the first embodiment, the status of the generated trained character is directly reflected (copied) from the status of the first character to be trained at the time when the training scenario ends.

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

[0061] The current parameters include the current parameters after the start of the training scenario. The current parameters include multiple types of parameters. For example, the current parameters include speed, stamina, power, determination, wisdom, physical strength, motivation, and the like. That is, the status corresponding to the first character to be trained includes multiple types of parameters. Note that the initial values of the current parameters store, for example, the basic parameters included in the status information of the character to be trained in the character information 50B described later.

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

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

[0064] The current skill points include the skill points owned by the character to be trained (player).

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

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

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

[0068] The status of the support character includes, for example, the current level. This current level is increased (strengthened) by synthesizing, for example, the support character that is the synthesis source (base) with support characters, material items, coins, etc. as materials.

[0069] All item information includes the item IDs and quantities of various items owned by the player. Such items include paid stones, free stones, stamina recovery items, support items, etc. These paid stones and free stones are consumed when running a lottery game or when recovering stamina. Also, support items can, for example, strengthen or recover the current parameters of the character being trained in a training scenario.

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

[0071] Stamina information includes the player's current stamina value and the stamina upper limit value. The current stamina value is the value consumed when the player executes a training scenario. This current stamina value increases by a predetermined amount (e.g., 1) over a certain period of time (e.g., 3 minutes) and recovers up to the stamina upper limit value. Also, this current stamina value can recover beyond the stamina upper limit value by the player consuming paid stones, free stones, stamina recovery items, etc.

[0072] Friend information includes the player IDs of players in a friend relationship with the player and players followed by the player. For example, friend information can store up to 20 player IDs.

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

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

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

[0076] For example, the status information of the character to be trained includes basic parameters, reach criteria values, basic skills, privileged statuses, etc.

[0077] The basic parameters include the parameters before the start of the training scenario. This basic parameter includes multiple types of parameters. For example, this basic parameter includes speed, stamina, power, determination, wisdom, physical strength, motivation, etc.

[0078] The reach criteria values include predetermined reference values in association with various types of parameters included in the basic parameters. For example, different values are set for at least two different characters to be trained. Specifically, the reach criteria values for character A, which is the character to be trained, are speed 300, stamina 200, power 400, determination 500, wisdom 200, physical strength 300, and motivation 100. On the other hand, the reach criteria values for character B, which is the character to be trained, are speed 400, stamina 100, power 200, determination 300, wisdom 200, physical strength 400, and motivation 200.

[0079] The basic skills are the unique skills (skill IDs) that the character to be trained has already acquired before the start of the training scenario.

[0080] A privileged status is, for example, a status that can advantageously progress a target game included in a cultivation scenario through cultivation. For example, a privileged status is a predetermined skill that can advantageously progress a target game through acquisition. Also, for example, a privileged status is a predetermined type of parameter that can advantageously progress a target game through increase. That is, a player can advantageously progress a target game by preferentially cultivating the privileged status of a first character to be cultivated. Also, for example, the privileged statuses corresponding to at least two characters to be cultivated are different statuses.

[0081] Specifically, the privileged status of character A, which is a character to be cultivated, is the skill of "becoming good at rain races". Also, for example, the privileged status of character B, which is a character to be cultivated, is the parameters of "power" and "tenacity". Also, for example, the privileged status of character C, which is a character to be cultivated, is the parameter of "stamina". Also, for example, the privileged status of character D, which is a character to be cultivated, is the parameter of "wisdom" and the skill of "becoming good at turning right".

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

[0083] The support effect includes a parameter change rate and an event occurrence rate for each level (current level). The parameter change rate is, for example, the rate at which the change amount of one or more predetermined parameters changes (increases) in a cultivation scenario. This predetermined parameter is, for example, various types of parameters (speed, stamina, power, tenacity, wisdom, physical strength, motivation, etc.) or a part or all of skill points. The event occurrence rate is, for example, the probability of generating one or more predetermined events corresponding to a support character.

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

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

[0086] In the first embodiment, for each turn, a lottery is conducted to generate a predetermined event based on the event occurrence rate of some or all of the support characters that have been organized (determined). For example, in each turn, a lottery is conducted to determine whether to execute one or more events based on the event occurrence rate of a predetermined event corresponding to each of all the support characters.

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

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

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

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

[0091] The race conditions include the race name, the attributes of the racecourse, the race distance, the turning direction (left or right), the season (time), the weather (sunny, cloudy, rainy, snowy), the lane number (1 to 6), the strategies of rival characters, the clear conditions, etc.

[0092] The attributes of the racecourse include the name and the condition (good, slightly heavy, heavy, poor) of the racecourse. The race distance includes the distance from the start to the goal on the racecourse. Examples of this distance include short distance, middle distance, long distance, etc. For example, when the race distance is long (2500m to 3600m), the first character to be trained with high stamina parameters will be at an advantage.

[0093] The clear conditions include the conditions for proceeding to the next turn. Examples of this clear condition include achieving a result within a predetermined rank in the target game (target race).

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

[0095] The reward information includes the rewards according to the results (e.g., rank) of the target game. Examples of this reward include skill points, obtainable skills (skill IDs), various parameters, items, etc. In the first embodiment, the higher the result of the target game, the more rewards (e.g., skill points, obtainable skills, various parameters) are given (added) to the first character to be trained.

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

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

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

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

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

[0101] The skill effect is an effect exerted in the target game or the battle game. Examples of this effect include "becoming good at the A racecourse", "becoming good at long distances", "becoming good in good condition", "becoming good at summer races", "becoming good at rainy races", "becoming good at right turns", "becoming good at races with a frame number of 1 to 3", "becoming good at races without rival characters using the same strategy", etc.

[0102] The activation conditions include the race conditions under which the skill is activated. For example, the activation conditions include race conditions related to the attributes (name and state) of the racecourse, race distance, direction of lap, season, weather, starting position (starting frame), strategies of rival characters, etc. For example, if the skill effect is "becomes good at Racecourse A", the activation condition is that the name of the racecourse included in the race conditions is "Racecourse A". Also, for example, if the skill effect is "becomes good at long distances", the activation condition is that the race distance included in the race conditions is "long distance (2500m - 3600m)". Also, for example, if the skill effect is "becomes good in the good state", the activation condition is that the state of the racecourse included in the race conditions is "good". Also, for example, if the skill effect is "becomes good at summer races", the activation condition is that the season included in the race conditions is "summer (June - August)". Also, for example, if the skill effect is "becomes good at rainy races", the activation condition is that the weather included in the race conditions is "rain". Also, for example, if the skill effect is "becomes good at right turns", the activation condition is that the direction of lap included in the race conditions is "right turn". Also, for example, if the skill effect is "becomes good at races with starting positions 1 - 3", the activation condition is that the starting position included in the race conditions is any one of "1 - 3". Also, for example, if the skill effect is "becomes good at races without rival characters with the same strategy", the activation condition is that the strategies of all rival characters included in the race conditions are different from the strategy of the first character to be trained.

[0103] Event information 50G is stored in association with the event ID for each event. The event information 50G includes the name of the event, event image, skills (skill IDs), etc.

[0104] The event image is an image displayed when the event occurs. This event image includes, for example, images indicating support effects (amount of parameter change and acquirable skills).

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

[0106] The formation means 52 is a functional means for manually or automatically forming a deck composed of a support character of a predetermined number (for example, 6 or less). For example, the formation means 52 automatically forms a deck composed of 5 support characters included in the player's owned characters and 1 support character owned by another player who has a friend relationship or the like with the player. Here, when the number of support characters included in the player's owned characters is less than 5, the formation means 52 automatically forms a deck composed of all the support characters owned by the player and 1 support character owned by another player who has a friend relationship or the like with the player. In other words, when the number of support characters included in the player's owned characters is 6 or more, the formation means 52 automatically forms a deck composed of 5 support characters that are a part of the support characters and 1 support character owned by another player who has a friend relationship or the like with the player.

[0107] In the first embodiment, before the start of a cultivation scenario for cultivating the first cultivation target character, the formation means 52 automatically forms a support character of a predetermined number or less from among the support characters associated with the player. Examples of the support characters associated with this player include support characters owned by the player, support characters owned by other players who have a friend relationship with the player, support characters owned by other players followed by the player, support characters owned by randomly selected other players, support characters owned by players belonging to the same team as the player, and the like.

[0108] For example, after the instruction to start the training scenario from the player and the instruction to select the first training target character are given, when the entrusted formation button is instructed, the formation means 52 automatically forms a support character equal to or less than a predetermined number. Specifically, the formation means 52 refers to the owned content information of the player information 50A, and automatically forms a maximum of five support characters from the support characters owned by the player, and one support character from the support characters owned by other players (for example, other players in a friend relationship).

[0109] In the first embodiment, when the trained character is not included in the owned character information in the player information 50A, that is, when the player has not generated even one trained character, among the support characters associated with the player, the formation means 52 preferentially and automatically forms a support character with a high parameter change rate or event occurrence rate (for example, a support character with a high rarity or a support character with a high current level). Specifically, the formation means 52 refers to the owned character information in the player information 50A, the status information of the support character in the character information 50B, etc., and automatically forms a support character (for example, the first to third places) with a high total value of the parameter change rate of each predetermined parameter from among the support characters associated with the player. Subsequently, the formation means 52 automatically forms a support character (for example, the first to third places) with a high total value of the event occurrence rate corresponding to each predetermined event among the remaining support characters associated with the player.

[0110] Also, in the first embodiment, before starting a new training scenario, the formation means 52 automatically changes the support characters to be formed according to the status corresponding to the trained character generated by the generation means 58. For example, after the end of a certain training scenario and before starting a new training scenario, the formation means 52 automatically changes the support characters to be formed according to the status corresponding to a certain trained completed character (one trained completed character) generated from a certain training target character by the generation means 58 with the end of the certain training scenario.

[0111] For example, when forming support characters equal to or less than a predetermined number (for example, 6), the formation means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and automatically selects from the support characters associated with the player some support characters (for example, 2) with a high parameter change rate or event occurrence rate and support characters (for example, 4) corresponding to the status corresponding to a certain trained completed character. Note that the formation means 52 may automatically form all the support characters according to the status corresponding to a certain trained completed character. Examples of such a certain trained completed character include a certain trained completed character (the most recently generated trained completed character) generated from a certain training target character trained in the training scenario immediately before the new training scenario among the trained completed characters included in the owned character information in the player information 50A, a certain trained completed character generated from a certain training target character trained in the training scenario a predetermined number of times ago, a certain trained completed character randomly selected, and the like.

[0112] For example, before starting a new cultivation scenario, the formation means 52 identifies skills that the cultivated characters have not acquired as specific skills, and automatically forms support characters that generate a support effect to cause the cultivation target character (the first cultivation target character) to acquire the specific skills. Specifically, the formation means 52 refers to the status of the cultivated characters in the owned character information in the player information 50A. If a certain cultivated character has not acquired skills such as "becoming good at the A racecourse" and "becoming good at summer races", the formation means 52 identifies such skills as specific skills. Subsequently, the formation means 52 refers to the status (current level), friend information of the support characters in the owned character information, and the status information (support effect) of the support characters in the character information 50B, and selects from the support characters associated with the player, support characters (for example, the 1st to 2nd place) with a high event occurrence rate that generate an event (an event to be added to the acquirable skills) for each of the first cultivation target characters to acquire the specific skills, and automatically forms them. Subsequently, the formation means 52 automatically forms support characters (for example, the 1st to 4th place) with a high total value of the parameter change rates of each of the predetermined parameters among the remaining support characters associated with the player.

[0113] Also, for example, before starting a new training scenario, the composition means 52 identifies, as specific parameters, parameters among various types of parameters corresponding to the trained characters that have not reached the reference values, and automatically composes support characters that generate a support effect for increasing the specific parameters corresponding to the training target character (the first training target character). Specifically, the composition means 52 refers to the status of the trained characters in the owned character information in the player information 50A and the reach reference values and the like of the status information of the training target characters in the character information 50B, and among various types of parameters corresponding to a certain trained character generated from a certain training target character, identifies, as specific parameters, parameters (for example, speed and power) lower than the reach reference value corresponding to the certain training target character. Subsequently, the composition means 52 refers to the status (current level), friend information, and status information (support effect) of the support characters in the character information 50B of the support characters in the owned character information, and among the support characters associated with the player, automatically composes, for each of the support characters (for example, the 1st to 4th places) having a high parameter change rate for changing (increasing) the change amount of the specific parameters (for example, speed and power) corresponding to the first training target character. Subsequently, the composition means 52 automatically composes, among the remaining support characters associated with the player, the support characters (for example, the 1st to 2nd places) having a high total value of the event occurrence rates corresponding to each of the predetermined events.

[0114] The determination means 54 is a functional means for determining support characters and the like to be used for the training target character.

[0115] In the first embodiment, the determination means 54 determines, in response to a determination instruction from the player (for example, an instruction for a determination button), the support characters automatically composed by the composition means 52 as the support characters to be used for the first training target character, where the number of the support characters is equal to or less than a predetermined number.

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

[0117] Further, after there is an instruction operation to change a part of the support characters automatically compiled by the compilation means 52 to other support characters from the player, when there is a determination instruction (for example, an instruction for a determination button), the determination means 54 determines, as support characters to be used for the first character to be trained, the support characters among the automatically compiled support characters for which the instruction operation has not been performed and a part of the support characters changed by the instruction operation.

[0118] The progress means 56 is a functional means for progressing a training scenario or a battle game.

[0119] In the first embodiment, the progress means 56 generates a support effect corresponding to the determined support characters and progresses a training scenario for updating (changing) the status corresponding to the character to be trained (the first character to be trained). For example, in a training scenario for training the first character to be trained, the progress means 56 executes a training game and a target game in which the first character to be trained challenges a target in a predetermined order. For example, the progress means 56 refers to the turn information of the training scenario information 50E and executes the training game or the target game in a predetermined order for each turn.

[0120] For example, during one turn of the breeding game, the progression means 56 causes the first breeding target character to perform any one of training, rest, and practice races, and updates (increases or decreases) the current parameters (e.g., speed, stamina, power, determination, wisdom, physical strength, motivation, etc.) corresponding to the first breeding target character. Specifically, the progression means 56 refers to the result information of the breeding game information 50C, and changes (e.g., increases) part or all of the current parameters of the first breeding target character according to the execution of the breeding game (e.g., various trainings) selected by the player. For example, the progression means 56 changes the amount of change in the current parameters based on the parameter change rate of the determined support character. Specifically, the progression means 56 refers to the current levels of some or all of the supported characters organized in the player information 50A and the parameter change rate of the supported characters in the character information 50B, and changes the amount of change in the current parameters corresponding to the first breeding target character.

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

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

[0123] For example, the progress means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B. When the preferential status of the first character to be trained is a skill of "becoming good at the A racecourse", if the first character to be trained has acquired the skill, the target game is advanced advantageously. Specifically, the progress means 56 changes the racecourse of the race conditions in the target game information 50D to the "A racecourse", so that when the first character to be trained has acquired the skill, the target game is advanced advantageously.

[0124] Also, for example, the progress means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B. When the preferential status of the first character to be trained is a parameter of "power", if the parameter of the first character to be trained is high, the target game is advanced advantageously. Specifically, the progress means 56 increases the increase amount of acceleration as the "power" of the first character to be trained is higher after the mid-stage of the race in the target game (target race). However, when the preferential status of the first character to be trained is a parameter of "power", the increase amount of acceleration is further increased.

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

[0126] In the first embodiment, the progress means 56 conducts a lottery based on the event occurrence rates of some or all of the support characters that have been formed by executing a cultivation game or a target game. When the lottery is a winning one, the skill corresponding to a predetermined event is set as an acquirable skill for the character to be cultivated (the first character to be cultivated). For example, the progress means 56 executes a cultivation game or a target game in response to a request (operation instruction) from the player for each turn. Subsequently, the progress means 56 refers to the current levels of some or all of the support characters formed in the player information 50A, the event occurrence rates of the support characters in the character information 50B, the event information 50G, etc., and draws an event to be generated based on the event occurrence rate. Subsequently, when the event lottery is a winning one, the progress means 56 refers to the skill in the event information 50G, and adds the skill corresponding to the winning event to the acquirable skills of the first character to be cultivated in the player information 50A.

[0127] In the first embodiment, when the performance of the character to be cultivated (the first character to be cultivated) in the target game does not meet the clear condition, the progress means 56 restricts the continuation of the cultivation scenario. For example, the progress means 56 refers to the clear condition of the race condition in the target game information 50D, and when the performance (e.g., ranking) of the character to be cultivated in the target game (target race) does not meet the clear condition (e.g., within the top 3), the progress means 56 asks the player whether to end the cultivation scenario or continue the target game.

[0128] In the first embodiment, the progress means 56 gives skill points to the character to be cultivated (the first character to be cultivated) based on the execution of a cultivation game or a target game. For example, the progress means 56 refers to the given skill points of the cultivation game 50C, and gives skill points to the character to be cultivated in response to the execution of the selected cultivation game (training, etc.). Also, for example, the progress means 56 refers to the reward information in the target game information 50D, and gives skill points corresponding to the performance of the target game (target race) to the character to be cultivated.

[0129] Also, in the first embodiment, the progression means 56 executes a battle game in which a grown-up character generated from the first character to be grown in the training scenario is made to battle against a grown-up character generated from a character to be grown that has been grown by another player. For example, the progression means 56 executes a battle game (e.g., a battle race) using various parameters and skills corresponding to each grown-up character, and causes the victorious player to obtain rewards such as items and coins. Note that the progression means 56 may also cause a player who loses the battle game to obtain rewards such as items and coins. In this case, the quantity of items and coins obtained by the losing player is less than the quantity of items and coins obtained by the victorious player.

[0130] The generation means 58 is a functional means for generating a grown-up character.

[0131] In the first embodiment, the generation means 58 generates the character to be grown (the first character to be grown) as a grown-up character upon the end of the training scenario. For example, the generation means 58 stores, in the owned character information of the player information 50A, a grown-up character obtained by copying the character ID and status of the first character to be grown at the time when the training scenario has ended. That is, the generation means 58 generates a grown-up character that is the same as the current parameters and acquired skills corresponding to the first character to be grown at the end of the training scenario.

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

[0133] In the first embodiment, the status corresponding to the trained character (the first character to be trained) generated from the character to be trained includes multiple types of parameters. For example, these multiple types of parameters are the same as the current parameters (such as speed, stamina, power, determination, wisdom, physical strength, motivation, etc.) included in the status of the character to be trained at the end of the training scenario.

[0134] Also, in the first embodiment, the status corresponding to the trained character affects the update (change) of the status corresponding to the character to be trained (the first character to be trained) together with the support characters determined by the determination means 54 in a new training scenario. For example, in a new training scenario, the determination means 54 determines, in response to a determination instruction from the player, a predetermined number or fewer support characters to be used for training the first character to be trained and trained characters (for example, two characters) that assist in training the first character to be trained. These trained characters may be automatically arranged by the arrangement means 52 in descending order of the total parameter value, or may be arranged according to an arbitrary selection instruction by the player. Subsequently, in a new training scenario, the progression means 56 generates a first support effect corresponding to the determined support characters for the first character to be trained and a second support effect corresponding to the status of the determined trained characters for each turn.

[0135] This second support effect is, for example, to change (increase) the current parameters corresponding to the first character to be trained according to multiple types of parameters included in the status of the trained character. Specifically, the second support effect is to increase each of the current parameters of the first character to be trained with 1% of each type of parameter included in the status of the trained character as a bonus value. Also, the second support effect is, for example, to cause the first character to be trained to acquire a skill according to the acquired skill included in the status of the trained character. Specifically, the second support effect is to make the acquired skill included in the status of the trained character the basic skill of the first character to be trained.

[0136] Also, in the first embodiment, the status corresponding to the trained character affects the result of a battle game using the trained character different from the training scenario. For example, the progress means 56 executes a battle game (battle race) according to various parameters and skills corresponding to one or more trained characters selected by the player.

[0137] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when a first character to be trained is selected after one training scenario (new training scenario) is selected by the player in the training scenario menu. Note that the initial value of the variable n described below is 0. Also, the order and content of the following steps can be changed as appropriate.

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

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

[0140] As shown in FIG. 6, the support selection screen 60 is provided with a character information area 62 to be trained, a support deck information area 63, a manual editing button 64, a reset button 65, an automatic editing button 66, a back button 67, and a decision button 68. In the character information area 62 to be trained, an image or the like of the first character to be trained is shown. In the support deck information area 63, images of a predetermined number or fewer support characters compiled by the player are represented. The manual compilation button 64 is a button (instruction area) for displaying a list screen of support characters corresponding to the player and giving an instruction to manually compile one support character. For example, by instructing the manual compilation button 64 other than the rental frame, the player can display a list screen of the support characters owned by the player and manually compile one support character. Also, by instructing the manual compilation button 64 in the rental frame, the player can display a list screen of the support characters owned by each of the other players who are in a friend relationship or the like with the player and manually compile one support character. The reset button 65 is a button for giving an instruction to cancel the selection state of all the characters selected as support characters. The automatic compilation button 66 is a button for giving an instruction to automatically compile a predetermined number or fewer support characters. The back button 67 is a button for giving an instruction to close the support selection screen 60 and return to the screen for reselecting the first training target character. The decision button 68 is a button for giving an instruction to determine the support characters (support characters to be compiled) manually or automatically compiled as the support characters to be used for the first training target character.

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

[0142] (Step SP12) The progress means 56 determines whether the automatic compilation button has been instructed on the support selection screen. If the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the process proceeds to the process of step SP18.

[0143] (Step SP14) Based on the status of the cultivated completed characters generated by the player, the formation means 52 automatically forms a predetermined number or less of support characters.

[0144] For example, the formation means 52 identifies skills that a certain cultivated completed character has not acquired among the cultivated completed characters generated by the player. Specifically, the formation means 52 refers to the status of the cultivated completed characters in the owned character information in the player information 50A, and identifies skills (for example, "good at long distances" and "good at summer races") that the cultivated completed character generated in the previous cultivation scenario has not acquired as the identified skills.

[0145] Subsequently, the formation means 52 automatically forms support characters with high parameter change rates and event occurrence rates (for example, the first to second places) and support characters that generate support effects that cause the first cultivation target character to acquire each of the identified skills (for example, the first to fourth places) from among the support characters associated with the player. Then, the process proceeds to the process of step SP16.

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

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

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

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

[0150] (Step SP18) The progress means 56 determines whether a decision button has been instructed by the player on the support character selection screen. When the determination is an affirmative determination, the determination means 54 determines the support characters that use the support characters that are equal to or less than the predetermined number of characters organized as the support characters for the first training target character. Subsequently, the process proceeds to the process of step SP20. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP12.

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

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

[0153] Also, for example, when the game corresponding to the current turn number is a target game, based on an instruction from the player, before executing the target game, the progress means 56 causes the skill acquisition screen to be displayed on the touch panel 32. Subsequently, on the skill acquisition screen, the progress means 56 consumes the skill points given to the first training target character, and causes the first training target character to acquire one or more skills from the acquirable skills of the first training target character. Subsequently, the progress means 56 refers to the status (current parameters and acquired skills) of the training target character in the player information 50A, the race conditions of the target game information 50D, and the rival character information, and executes the target game.

[0154] Here, the progress means 56 executes the target game according to the preferential status of the first character to be trained. For example, the progress means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B. When the preferential status of the first character to be trained is the skill of "becoming good at rainy races", and when the first character to be trained has acquired the skill, the progress means 56 makes the target game progress advantageously. Specifically, the progress means 56 changes the weather of the race condition in the target game information 50D to "rain", so that when the first character to be trained has acquired the skill, the target game progresses advantageously. Also, for example, the progress means 56 refers to the status information (preferential status) of the character to be trained in the character information 50B. When the preferential status of the first character to be trained is the parameter of "stamina", and when the parameter of the first character to be trained is high, the progress means 56 makes the target game progress advantageously. Specifically, the progress means 56 changes the race distance of the race condition in the target game information 50D to "long distance", so that when the parameter of the first character to be trained is high, the target game progresses advantageously. Then, the process proceeds to the process of step SP22.

[0155] (Step SP22) The progress means 56 executes an event lottery, and when the event lottery wins, an event is generated. For example, the progress means 56 refers to the status (current level) of the support character in the owned character information in the player information 50A, the status information of the support character in the character information 50B, etc., and according to the event occurrence rate of each support character determined in step SP18, it is lottery whether to generate one or more events.

[0156] Subsequently, when the event lottery wins, that is, when the lottery for generating one or more events wins, the progress means 56 refers to the event image of the event information 50G and causes the touch panel 32 to display an event screen (not shown) indicating the winning event.

[0157] Subsequently, the progress means 56 refers to the skills of the event information 50G and adds the skills corresponding to the winning event to the acquirable skills of the character to be trained. Note that when the event lottery does not win, the progress means 56 does not display the event screen or add acquirable skills. Then, the process proceeds to the process of step SP24.

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

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

[0160] Specifically, the progress means 56 refers to the achievement information of the cultivation game information 50C, and according to the cultivation item selected by the player (for example, training), the lottery probability related to status change (for example, the probability of lottery for the value that increases or decreases the reference amount), the type of cultivation game (the first cultivation game or the second cultivation game), etc., calculates the change amount of the current parameters (speed, stamina, power, determination, wisdom, physical strength, motivation) and the reference amount of the skill point amount to be granted. Subsequently, the progress means 56 refers to the status (current level) of the support character in the owned character information in the player information 50A and the status information (support effect) of the support character in the character information 50B, etc., and uses the value obtained by multiplying the parameter change rate of each support character determined in step SP18 by the calculated reference amount as the change value to change the current parameters (speed, stamina, power, determination, wisdom, physical strength, motivation) and the current skill points, etc.

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

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

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

[0164] As shown in FIG. 8, the cultivation result screen 70 is provided with a cultivation target character information area 72 and a status change information area 74. In the cultivation target character information area 72, an image or the like of the first cultivation target character is represented. In the status change information area 74, it is represented that the current parameters corresponding to the first cultivation target character have been changed.

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

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

[0167] (Step SP30) The generation means 58 generates the first cultivation target character as a cultivated completed character along with the end of the cultivation scenario. For example, the generation means 58 generates a cultivated completed character having the same current parameters and acquired skills as those of the first cultivation target character at the end of the cultivation scenario. Specifically, the generation means 58 copies (transfers) the status (current parameters and acquired skills) of the first cultivation target character as the status of a new cultivated completed character in the owned character information of the player information 50A. Then, the process ends the series of processes shown in FIG. 5.

[0168] (Specific Example 2) In the above-described specific example 1, it was explained that the formation means 52 automatically changes the support characters to be formed according to the status corresponding to a certain trained completed character associated with the player. However, it may also be possible to change the support characters to be automatically formed according to the status corresponding to each of a plurality of trained completed characters associated with the player. In other words, before the start of a new training scenario, the formation means 52 may automatically change the support characters to be formed according to the status corresponding to each of a plurality of trained completed characters generated with the end of the training scenario executed in the past.

[0169] For example, before the start of a new training scenario, the formation means 52 specifies a skill that each of the plurality of trained completed characters has not acquired as a specific skill, and automatically forms a support character that generates a support effect for causing the training target character (the first training target character) to acquire the specific skill. Specifically, the formation means 52 refers to the status of the trained completed characters in the owned character information in the player information 50A, and if in each training scenario, two or more trained completed characters or all trained completed characters generated do not have the skill of "becoming good at long distances", the formation means 52 specifies the skill as a specific skill. Subsequently, the formation means 52 refers to the status information of the support characters in the owned character information, friend information, and character information 50B, and automatically forms each of the support characters (for example, the 1st to 4th places) with a high event occurrence rate of an event (an event to be added to the acquirable skills) for causing the first training target character to acquire the specific skill from among the support characters associated with the player. Subsequently, the formation means 52 automatically forms the support characters (for example, the 1st to 2nd places) with a high total value of the event occurrence rates corresponding to each predetermined event among the remaining support characters associated with the player.

[0170] Also, for example, before starting a new training scenario, the formation means 52 identifies, as specific parameters, parameters with low statistical values (e.g., total value, average value, median, etc.) among various types of parameters corresponding to each of the plurality of trained characters, and automatically forms support characters that generate a support effect for increasing the specific parameters corresponding to the character to be trained (the first character to be trained). Specifically, the formation means 52 refers to the status of the trained characters in the owned character information in the player information 50A, and calculates the total value of each type of parameter corresponding to each of some or all of the trained characters generated in each training scenario. Subsequently, the formation means 52 identifies the "tenacity" with the lowest total value and the "stamina" with the second lowest total value among the calculated various types of parameters as specific parameters. Subsequently, the formation means 52 refers to the owned character information, friend information, and the status information of the support characters in the character information 50B, and from among the support characters associated with the player, automatically forms each of the support characters (e.g., the 1st to 4th places) with a high parameter change rate for changing (increasing) the change amount of the specific parameters (e.g., tenacity and stamina) corresponding to the first character to be trained. Subsequently, the formation means 52 automatically forms the support characters (e.g., the 1st to 2nd places) with a high total value of the parameter change rates of the respective predetermined parameters among the remaining support characters associated with the player.

[0171] <Effect> In the above first embodiment, a program for executing a training scenario for training a character to be trained, which causes a computer to function as follows before the start of the training scenario: a composition means 52 that automatically composes a predetermined number or less of support characters from among the support characters associated with the player; a determination means 54 that determines, in response to an instruction from the player, a support character to be used as a support character for the character to be trained from among the composed support characters; a progression means 56 that generates a support effect corresponding to the determined support character and progresses a training scenario for updating the status corresponding to the character to be trained; and a generation means 58 that generates the character to be trained as a trained character upon the end of the training scenario. The composition means 52 changes the support characters to be automatically composed in response to the status corresponding to the generated trained character before the start of a new training scenario.

[0172] According to this configuration, before the start of a new training scenario, since the player can be prompted to use support characters corresponding to the status corresponding to the generated trained character, the support effects generated in the new training scenario and the training results of the character to be trained can be made different.

[0173] Also, in the first embodiment, the status corresponding to the trained character includes the acquired skills. The composition means 52, before the start of a new training scenario, identifies the skills not acquired by the trained character as specific skills, and automatically composes support characters that generate a support effect for causing the character to be trained to acquire the specific skills.

[0174] According to this configuration, before the start of a new training scenario, since the player can be prompted to use support characters that generate a support effect for acquiring skills not acquired by the trained character, the support effects generated in the new training scenario and the training results of the character to be trained can be made different.

[0175] In the first embodiment, the status corresponding to the trained character includes multiple types of parameters. Before starting a new training scenario, the formation means 52 identifies, as specific parameters, the parameters among the various types of parameters corresponding to the trained character that have not reached the reference value, and automatically forms a support character that generates a support effect for increasing the specific parameters corresponding to the character to be trained.

[0176] According to this configuration, before starting a new training scenario, since the player can be prompted to use a support character that generates a support effect for increasing the parameters among the various types of parameters corresponding to the trained character that have not reached the reference value, the support effect generated in the new training scenario and the training result of the character to be trained can be made different.

[0177] In the first embodiment, there is a program for executing a training scenario for training a character to be trained, which causes a computer to function as follows: the formation means 52 automatically forms a predetermined number or fewer support characters from among the support characters associated with the player before starting the training scenario; the determination means 54 determines, in response to an instruction from the player, the formed support characters as support characters to be used for the character to be trained; the progress means 56 generates a support effect according to the determined support characters and advances a training scenario for updating the status corresponding to the character to be trained; and the generation means 58 generates the character to be trained as a trained character when the training scenario ends. Before starting a new training scenario, the formation means 52 changes the support characters to be automatically formed according to the status corresponding to each of the plurality of trained characters generated when the past-executed training scenario ended.

[0178] According to this configuration, before starting a new training scenario, since the player can be prompted to use support characters corresponding to the statuses of a plurality of trained characters generated in the past, the support effects occurring in the new training scenario and the training results of the characters to be trained can be made different.

[0179] Also, in the first embodiment, the status corresponding to the trained character includes the acquired skills. The formation means 52 identifies, as specific skills, the skills that each of the plurality of trained characters has not acquired before starting a new training scenario, and automatically forms a support character that generates a support effect for causing the character to be trained to acquire the specific skills.

[0180] According to this configuration, before starting a new training scenario, since the player can be prompted to use a support character that generates a support effect for acquiring skills that each of the plurality of trained characters has not acquired, the support effects occurring in the new training scenario and the training results of the characters to be trained can be made different.

[0181] Also, in the first embodiment, the status corresponding to the trained character includes a plurality of types of parameters. The formation means 52 identifies, as specific parameters, the parameters with low statistical values among the various types of parameters corresponding to each of the plurality of trained characters before starting a new training scenario, and automatically forms a support character that generates a support effect for increasing the specific parameters corresponding to the character to be trained.

[0182] According to this configuration, before starting a new training scenario, since the player can be prompted to use a support character that generates a support effect for increasing the parameters with low statistical values among the various types of parameters corresponding to each of the plurality of trained characters, the support effects occurring in the training scenario and the training results of the characters to be trained can be made different.

[0183] Also, in the first embodiment, the status corresponding to the trained character affects the update of the status corresponding to the character to be trained, together with the determined support character, in a new training scenario.

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

[0185] Also, in the first embodiment, the status corresponding to the trained character affects the result of a battle game using the trained character different from the training scenario.

[0186] According to this configuration, since the player can use trained characters with different training results in the battle game, the interestingness of the battle game can be enhanced.

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

[0188] In the second embodiment, it is different from the first embodiment in that the composition means 52 automatically changes the support character to be composed according to the status corresponding to the trained character used in the battle game. Note that the configuration and functions of the game system according to the second embodiment not described below are the same as those of the game system 1 according to the first embodiment.

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

[0190] For example, when forming support characters of a predetermined number (for example, 6 or less), after automatically forming some support characters (for example, 3) with a high parameter change rate or event occurrence rate, the formation means 52 automatically forms the remaining support characters (for example, 3) according to the status corresponding to a certain trained character used in a certain battle game. Note that the formation means 52 may automatically form all support characters according to the status corresponding to a certain trained character. As this certain trained character, among the trained characters included in the battle game history in the player information 50A, any trained character used in the battle game immediately before the new training scenario (the trained character most recently used in the battle game), any trained character used in the battle game a predetermined number of times ago, any trained character used in a randomly selected battle game, etc. can be mentioned. Examples of any of these trained characters include a character designated by the player, a character designated as the leader character or sub-character in the battle game, a character with some of the lowest parameters, a randomly selected character, and the like.

[0191] Further, for example, before starting a new training scenario, the formation means 52 automatically changes the support characters to be formed according to the status corresponding to the trained character used when losing in the battle game. Specifically, the formation means 52 refers to the battle game history in the player information 50A and identifies the trained character information associated with the flag information indicating defeat in the game result. For example, the formation means 52 identifies the trained character information associated with the most recent or the battle game history a predetermined number of games ago among the battle game histories associated with the flag information indicating defeat in the game result. Subsequently, the formation means 52 automatically forms one or more support characters from the identified trained character information according to the status corresponding to a certain trained character of any trained character.

[0192] For example, before starting a new training scenario, the formation means 52 identifies the skills not acquired by the trained character used in the battle game as specific skills, and automatically forms support characters that generate a support effect for causing the training target character (the first training target character) to acquire the specific skills. Specifically, the formation means 52 refers to the status of the trained characters in the owned character information in the player information 50A, and if a certain identified trained character has not acquired the skills of "becoming good at rainy races" and "becoming good at turning right", the formation means 52 identifies the skills as specific skills. Subsequently, the formation means 52 refers to the status information of the support characters in the owned character information, friend information, and character information 50B, and from the support characters associated with the player, automatically forms the support characters (for example, the 1st to 6th places) with a high event occurrence rate of the event (the event of adding to the acquirable skills) for causing the first training target character to acquire each of the specific skills.

[0193] Also, for example, before starting a new training scenario, the formation means 52 identifies, as specific parameters, parameters among various types of parameters corresponding to the trained characters used in the battle game that have not reached the reference value, and automatically forms support characters that generate a support effect for increasing the specific parameters corresponding to the training target character (first training target character). Specifically, the formation means 52 refers to the status of the trained characters in the owned character information in the player information 50A and the reach reference value and the like of the status information of the training target character in the character information 50B, and among the various types of parameters corresponding to a certain trained character identified, it identifies, as specific parameters, parameters (for example, wisdom) that are lower than the reach reference value corresponding to a certain training target character before the certain trained character is generated. Subsequently, the formation means 52 refers to the owned character information, friend information, and the status information of the support characters in the character information 50B, and from among the support characters associated with the player, it automatically forms each support character (for example, the 1st to 3rd places) with a high parameter change rate for changing (increasing) the change amount of the specific parameter (for example, wisdom) corresponding to the first training target character. Subsequently, the formation means 52 automatically forms support characters (for example, the 1st to 3rd places) with a high total value of the parameter change rates of each predetermined parameter among the remaining support characters associated with the player.

[0194] <Flow of processing> FIG. 9 is a flowchart showing an example of the flow of processing performed by each functional means in the game system according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when a first training target character is selected after a player selects one training scenario (new training scenario) in the training scenario menu. Note that the initial value of the variable n described below is 0. Also, the order and content of the following steps can be changed as appropriate.

[0195] (Steps SP40 to SP42) The processes of Step SP40 to Step SP42 are the same as the processes of Step SP10 to Step SP12 described above, so the description thereof is omitted. Then, the process proceeds to the process of Step SP44.

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

[0197] For example, the formation means 52 specifies, as specific parameters, parameters among various types of parameters corresponding to the completed training characters used in the battle game among the completed training characters generated by the player that have not reached the reference value. Specifically, the formation means 52 refers to the battle game history in the player information 50A and specifies the completed training character information associated with the flag information indicating defeat in the game result. For example, the formation means 52 specifies the completed training character information associated with the most recent (latest) battle game history among the battle game histories associated with the flag information indicating defeat in the game result.

[0198] Subsequently, the formation means 52 randomly specifies one completed training character as a certain completed training character from the specified completed training character information.

[0199] Subsequently, the formation means 52 refers to, for example, the status of the completed training characters in the owned character information in the player information 50A and the reach reference value and the like of the status information of the character to be trained in the character information 50B, and among various types of parameters (trained parameters) corresponding to a certain completed training character, specifies, as specific parameters, parameters (for example, wisdom) that are lower than the reach reference value corresponding to a certain character to be trained before the generation of the certain completed training character.

[0200] Subsequently, the formation means 52 refers to the owned character information, friend information in the player information 50A, and the status information of the support characters in the character information 50B, and from among the support characters associated with the player, for each support character with a high parameter change rate (e.g., increase rate) that changes (increases) the change amount of a specific parameter (e.g., wisdom) corresponding to the first character to be trained, it automatically forms them respectively. Then, the process proceeds to the process of step SP46.

[0201] (Steps SP46 to SP60) The processes of steps SP46 to SP60 are the same as the processes of steps SP16 to SP30 described above, so the description is omitted. Then, the process ends a series of processes shown in FIG. 9.

[0202] (Specific Example 2) In the above-described specific example 1, it was explained that the formation means 52 changes the support characters to be automatically formed according to the status corresponding to a certain trained character used in the battle game. However, it may also be possible to change the support characters to be automatically formed according to the status corresponding to each of a plurality of trained characters used in the battle game. In other words, the formation means 52 may change the support characters to be automatically formed according to the status corresponding to each of a plurality of trained characters used in the battle games executed in the past before the start of a new training scenario.

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

[0204] For example, before starting a new training scenario, the formation means 52 identifies, as specific skills, skills that each of the plurality of trained characters used in the battle game has not acquired, and automatically forms support characters that generate a support effect for causing the training target character to acquire the specific skills. Specifically, the formation means 52 refers to the status of the trained characters in the owned character information in the player information 50A and the battle game history, and when each of two or more trained characters (for example, all trained characters or the trained characters used in the most recent battle game) used in the battle game has not acquired skills such as "becoming good at rainy races" and "becoming good at races with lane numbers 1 to 3", the formation means 52 identifies each of the skills as a specific skill. Subsequently, the formation means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and from among the support characters associated with the player, automatically forms each of the support characters (for example, the first to sixth places) with a high event occurrence rate of an event (an event to be added to the acquirable skills) for causing the first training target character to acquire the specific skills.

[0205] Also, for example, before starting a new training scenario, the formation means 52 identifies, as specific parameters, parameters with low statistical values (e.g., total value, average value, median, etc.) among the total values of various types of parameters corresponding to each of the plurality of trained characters used in the battle game, and automatically forms support characters that generate a support effect for increasing the specific parameters corresponding to the characters to be trained. Specifically, the formation means 52 calculates the total value of each type of parameter (trained parameter) corresponding to each of two or more trained characters used in the battle game by referring to the status of the trained characters in the owned character information in the player information 50A and the battle game history. Subsequently, the formation means 52 identifies the "motivation" with the lowest total value and the "power" with the second lowest total value among the calculated various types of parameters as specific parameters. Subsequently, the formation means 52 refers to the owned character information, friend information, and status information of the support characters in the character information 50B, and from among the support characters associated with the player, automatically forms each support character (e.g., ranked 1st to 6th) with a high parameter change rate for changing (increasing) the change amount of the specific parameters (e.g., motivation and power) corresponding to the first character to be trained.

[0206] <Effect> As described above, in the second embodiment, there is a program for executing a training scenario for training a character to be trained and a battle game that can use the trained character. The computer is caused to function as follows: a composition means 52 that automatically composes a predetermined number or fewer support characters from among the support characters associated with the player before the start of the training scenario; a determination means 54 that determines, in response to an instruction from the player, a support character to be used for the character to be trained from among the composed support characters; a progression means 56 that generates a support effect corresponding to the determined support character and progresses the training scenario for updating the status corresponding to the character to be trained; and a generation means 58 that generates the character to be trained as a trained character upon the end of the training scenario. The composition means 52 changes the support characters to be automatically composed in accordance with the status corresponding to the trained character used in the battle game before the start of a new training scenario.

[0207] According to this configuration, before the start of a new training scenario, the player can be prompted to use support characters corresponding to the status of the trained character used in the battle game, so that the support effects occurring in the new training scenario and the training results of the character to be trained can be made different.

[0208] Also, in the second embodiment, the composition means 52 changes the support characters to be automatically composed in accordance with the status corresponding to the trained character used when losing in the battle game before the start of a new training scenario.

[0209] According to this configuration, before the start of a new training scenario, the player can be prompted to use support characters corresponding to the status of the trained character used when losing in the battle game, so that the support effects occurring in the new training scenario and the training results of the character to be trained can be made different.

[0210] Also, in the second embodiment, the status corresponding to the character whose cultivation is completed includes the acquired skills. The formation means 52, before the start of a new cultivation scenario, identifies the skills that the cultivated character used in the battle game has not acquired as specific skills, and automatically forms a support character that generates a support effect for causing the character to be cultivated to acquire the specific skills.

[0211] According to this configuration, before the start of a new cultivation scenario, since it is possible to prompt the player to use a support character that generates a support effect for acquiring the skills that the cultivated character used in the battle game has not acquired, the support effect generated in the new cultivation scenario and the cultivation result of the character to be cultivated can be made different.

[0212] Also, in the second embodiment, the status corresponding to the character whose cultivation is completed includes multiple types of parameters. The formation means 52, before the start of a new cultivation scenario, identifies the parameters that have not reached the reference value among the various types of parameters corresponding to the cultivated character used in the battle game as specific parameters, and automatically forms a support character that generates a support effect for increasing the specific parameters corresponding to the character to be cultivated.

[0213] According to this configuration, before the start of a new cultivation scenario, since it is possible to prompt the player to use a support character that generates a support effect for increasing the parameters that have not reached the reference value among the various types of parameters corresponding to the cultivated character used in the battle game, the support effect generated in the new cultivation scenario and the cultivation result of the character to be cultivated can be made different.

[0214] Also, in the second embodiment, there is a breeding scenario for breeding a character to be bred, and a program for executing a battle game that can utilize a plurality of bred characters. The computer is configured to include: a compiling means 52 that automatically compiles a predetermined number or fewer support characters from among the support characters associated with the player before the start of the breeding scenario; a determining means 54 that determines, in response to an instruction from the player, the support characters to be used for the character to be bred from among the compiled support characters; a progression means 56 that generates a support effect corresponding to the determined support characters and advances a breeding scenario for updating the status corresponding to the character to be bred; and a generating means 58 that generates the character to be bred as a bred character upon the end of the breeding scenario. The compiling means 52 changes the support characters to be automatically compiled according to the status corresponding to each of the plurality of bred characters used in the battle game before the start of a new breeding scenario.

[0215] According to this configuration, before the start of a new breeding scenario, the player can be prompted to use support characters according to the status corresponding to each of the plurality of bred characters used in the battle game. Therefore, the support effects generated in the new breeding scenario and the breeding results of the characters to be bred can be made different.

[0216] Also, in the second embodiment, the compiling means 52 changes the support characters to be automatically compiled according to the status corresponding to each of the plurality of bred characters used when losing in the battle game before the start of a new breeding scenario.

[0217] According to this configuration, before the start of a new breeding scenario, the player can be prompted to use support characters according to the status corresponding to each of the plurality of bred characters used when losing in the battle game. Therefore, the support effects generated in the new breeding scenario and the breeding results of the characters to be bred can be made different.

[0218] Also, in the second embodiment, the status corresponding to the trained character includes the acquired skills. The formation means 52 identifies, as specific skills, the skills that each of the plurality of trained characters used in the battle game has not acquired before the start of a new training scenario, and automatically forms a support character that generates a support effect for causing the character to be trained to acquire the specific skills.

[0219] According to this configuration, before the start of a new training scenario, since the player can be prompted to use a support character that generates a support effect for acquiring the skills that the plurality of trained characters used in the battle game have not acquired, the support effect generated in the new training scenario and the training result of the character to be trained can be made different.

[0220] Also, in the second embodiment, the status corresponding to the trained character includes a plurality of types of parameters. The formation means 52 identifies, as specific parameters, the parameters with low statistical values among the various types of parameters corresponding to each of the plurality of trained characters used in the battle game before the start of a new training scenario, and automatically forms a support character that generates a support effect for increasing the specific parameters corresponding to the character to be trained.

[0221] According to this configuration, before the start of a new training scenario, since the player can be prompted to use a support character that generates a support effect for increasing the parameters with low statistical values among the various types of parameters corresponding to the plurality of trained characters used in the battle game, the support effect generated in the new training scenario and the training result of the character to be trained can be made different.

[0222] Also, in the second embodiment, the status corresponding to the trained character affects the status corresponding to the character to be trained together with the determined support character in the new training scenario.

[0223] According to this configuration, in a new cultivation scenario, since the status corresponding to the cultivated character affects the update of the status corresponding to the character to be cultivated, the cultivation results of the character to be cultivated can be made different, and the generated cultivated characters can be diversified.

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

[0225] In the third embodiment, it is different from the first and second embodiments in that the formation means 52 automatically forms a support character that generates a support effect for cultivating a predetermined status corresponding to the character to be cultivated. Note that the configuration and functions of the game system according to the third embodiment not described below are the same as the configuration and functions of the game system 1 according to the first and second embodiments.

[0226] In the third embodiment, before the start of the cultivation scenario, the formation means 52 automatically forms a support character that generates a support effect for cultivating a preferential status corresponding to the first character to be cultivated. Examples of this cultivation include, for example, when the preferential status is a predetermined skill, adding a predetermined skill to the acquirable skills or causing the acquisition of a predetermined skill. Further, examples of this cultivation include, for example, when the preferential status is a predetermined type of parameter, increasing the parameter.

[0227] For example, the formation means 52 refers to the status information of the character to be trained in the character information 50B, etc., and specifies the preferential status corresponding to the first character to be trained. Subsequently, the formation means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and from among the support characters associated with the player, automatically forms a support character that trains the preferential status corresponding to the first character to be trained.

[0228] Also, in the third embodiment, the formation means 52 automatically forms a support character that generates a support effect for causing the first character to be trained to acquire a predetermined skill as a preferential status. For example, the formation means 52 refers to the status information of the character to be trained in the character information 50B, etc., and specifies the skills of "becoming good at the A racecourse" and "becoming good at turning right" as the preferential status corresponding to the first character to be trained. Subsequently, the formation means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and from among the support characters associated with the player, automatically forms each of the support characters (for example, the 1st to 2nd places) with a high event occurrence rate of an event (an event to be added to the acquirable skills) for causing the first character to be trained to acquire the skills of "becoming good at the A racecourse" and "becoming good at turning right".

[0229] Also, in the third embodiment, the formation means 52 automatically forms a support character that generates a support effect of increasing a parameter of a predetermined type having a preferential status for the first character to be nurtured. For example, the formation means 52 refers to the status information of the character to be nurtured in the character information 50B, and specifies the parameter of stamina as the preferential status corresponding to the first character to be nurtured. Subsequently, the formation means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and selects from among the support characters associated with the player, a support character having a high parameter change rate (for example, the 1st to 2nd places) that changes (increases) the change amount of the stamina parameter corresponding to the first character to be nurtured is automatically formed. Subsequently, the formation means 52 automatically forms support characters (for example, the 1st to 4th places) having a high total value of the event occurrence rates corresponding to each predetermined event among the remaining support characters associated with the player.

[0230] <Flow of processing> FIG. 10 is a flowchart showing an example of the flow of processing performed by each functional means in the game system according to the third embodiment. Also, the processing of the following steps is started, for example, at the timing when a first character to be nurtured is selected after a player selects one nurturing scenario (new nurturing scenario) from the nurturing scenario menu. Note that the initial value of the variable n described below is 0. Also, the order and content of the following steps can be changed as appropriate.

[0231] (Steps SP70 to SP72) The processing of steps SP70 to SP72 is the same as the processing of steps SP10 to SP12 described above, and thus the description thereof is omitted. Then, the processing proceeds to the processing of step SP74.

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

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

[0234] Subsequently, the formation means 52 refers to the status (current level) of the support characters in the owned character information in the player information 50A, the friend information, and the status information (support effect) of the support characters in the character information 50B, and selects from the support characters associated with the player, the support characters (for example, the 1st to 6th) with a high parameter change rate that changes (increases) the change amount of the parameter of power corresponding to the first character to be trained are automatically formed. Then, the process proceeds to the process of step SP76.

[0235] (Steps SP76 to SP90) The processes of steps SP76 to SP90 are the same as the processes of steps SP16 to SP30 described above, and thus the description is omitted. Then, the process ends the series of processes shown in FIG. 10.

[0236] <Effect> As described above, in the third embodiment, it is a program for executing a training scenario for training a first training target character selected by a player from among a plurality of training target characters. The computer is configured to function as follows: before the start of the training scenario for training the first training target character, a composition means 52 that automatically composes a predetermined number or fewer support characters from among the support characters associated with the player; a determination means 54 that determines, in response to an instruction from the player, the composed support characters as support characters to be used for the first training target character; and a progression means 56 that generates a support effect corresponding to the determined support characters and progresses the training scenario for updating the status corresponding to the first training target character. The composition means 52 automatically composes, before the start of the training scenario, support characters that generate a support effect for training a preferential status corresponding to the first training target character. The preferential status is a status that can advantageously progress the target game in the training scenario by training. The preferential statuses corresponding to at least two different training target characters are different statuses.

[0237] According to this configuration, by the player selecting different training target characters, the player can be prompted to use support characters that generate support effects for training different statuses (preferential statuses). Therefore, the support effects generated in each training scenario and the training results of the training target characters can be made different.

[0238] Also, in the third embodiment, the status corresponding to the first training target character includes acquired skills, and the preferential status is a predetermined skill that can advantageously progress the target game by acquisition. The composition means 52 automatically composes support characters that generate a support effect for causing the first training target character to acquire a predetermined skill.

[0239] According to this configuration, by having the player select different characters to be trained, it is possible to prompt the player to use support characters that generate a support effect of obtaining different skills (preferential status), so that the support effect generated in each training scenario and the training results of the characters to be trained can be made different.

[0240] Also, in the third embodiment, the target game is a game in which rankings are competed, and the higher the ranking at the end, the more skills can be obtained by the first character to be trained.

[0241] According to this configuration, since a large number of skills can be obtained by the first character to be trained, it is possible to motivate the player to execute the training scenario.

[0242] Also, in the third embodiment, the status corresponding to the first character to be trained includes a plurality of types of parameters, and the preferential status is a predetermined type of parameter that can advantageously progress the target game by increasing. The formation means 52 automatically forms a support character that generates a support effect of increasing a predetermined type of parameter corresponding to the first character to be trained.

[0243] According to this configuration, by having the player select different characters to be trained, it is possible to prompt the player to use support characters that generate a support effect of increasing different types of parameters (preferential status), so that the support effect generated in each training scenario and the training results of the characters to be trained can be made different.

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

[0245] According to this configuration, since one or more types of parameters corresponding to the first character to be trained can be increased, the player can be motivated to execute the training scenario.

[0246] <Modification example> Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described below can be combined as much as technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.

[0247] For example, in the first embodiment, the progress means 56 has been described as performing an event lottery when executing a training game or a target game. However, an event lottery may be executed before the execution of the training game or the target game (for example, at the start of a turn).

[0248] In addition, in the first embodiment, the progress means 56 has been described as displaying a skill acquisition screen before the execution of the target game. However, the skill acquisition screen may be displayed before the start of the training game.

[0249] In addition, in the first embodiment, the progress means 56 has been described as performing a lottery based on the event occurrence rate of the arranged support characters, and when the lottery wins, the skill corresponding to a predetermined event is set as an acquirable skill for the character to be trained (the first character to be trained). However, when the lottery wins, the skill corresponding to the predetermined event may be directly acquired by the character to be trained. That is, when the lottery wins, the progress means 56 may cause the character to be trained to acquire a skill without consuming skill points.

[0250] In addition, in the first embodiment, the case where the character to be trained and the support character are racehorse characters has been described. However, they may be character of various sports players, idol characters, comic characters, or the like.

[0251] In addition, in the first embodiment, the case where the first character to be trained is trained by the support characters that have been organized (determined) has been described. However, it may be trained by support cards or support items associated with one or more characters. That is, the support character may be a support card or a support item. For example, the organizing means 52 may automatically organize a predetermined number (for example, six or less) of support cards from among the support cards associated with the player.

[0252] In addition, in the first embodiment, the case where the target game is a race has been described. However, it may be various sports games (for example, soccer games, baseball games, basketball games, etc.), battle games (for example, shooting games, battle royale games, fighting games), tests (for example, games in which the total acquired score is competed), and the like. For example, the target game may be a game in which a team composed of the first character to be trained and ally characters (NPCs or characters to be trained owned by other players) battles against an enemy team. Examples of this enemy team include a team composed of NPCs (Non Player Characters), a team composed of characters to be trained owned by other players, and a team composed of NPCs (Non Player Characters) and characters to be trained owned by other players.

[0253] In addition, in the first embodiment, the case where the skill acquired by the first character to be trained is activated in the target game has been described. However, it may be activated in the training game.

[0254] In addition, the skills acquired by the first character to be nurtured may be activated in response to a selection instruction (operation instruction) from the player. Also, for example, in the progress means 56, in the nurturing game or the target game, a certain number (for example, three) of skills (skill cards) are randomly displayed on the touch panel 32 from among the skills acquired by the first character to be nurtured, and a game (skill selection game) in which the player selects one skill may be repeatedly executed a predetermined number of times. For example, when the target game is a test, each skill (skill card) has a score (points) associated therewith, and the score associated with the skill selected by the player is used as the acquired score, and the ranking based on the total acquired score may be competed. Also, for example, the progress means 56 may significantly increase the acquired score as a certain type of parameter, which is the preferential status of the first character to be nurtured, is higher.

[0255] Also, in the first embodiment, the case where the progress means 56 changes the race conditions in the target game according to the preferential status of the first character to be nurtured has been described. However, different race conditions and the like for each character to be nurtured may be stored in the target game information 50D. That is, the target game information 50D may include different race conditions, rival characters, and reward information for each character to be nurtured. Examples of such race conditions include conditions that become more advantageous as a certain type of parameter, which is the preferential status of the character to be nurtured, is higher, and conditions that become more advantageous when a certain skill, which is the preferential status of the character to be nurtured, is acquired. Also, the turn information of the nurturing scenario information 50E may include a different maximum number of turns and game information for each character to be nurtured.

[0256] Also, in the first embodiment, the case where the generation means 58 generates a nurtured character that is the same as the current parameters and acquired skills corresponding to the first character to be nurtured at the end of the nurturing scenario has been described. However, a nurtured character with numerical values (for example, ability values) and ranks (for example, S rank, A rank, B rank, C rank, etc.) set according to the current parameters and acquired skills may be generated.

[0257] Also, in the second embodiment, although the description has been given of the case where the formation means 52 automatically changes the support characters to be formed according to the status corresponding to the trained completed characters used when losing in the battle game before the start of a new training scenario, it may also automatically change the support characters to be formed according to the status corresponding to the trained completed characters used when winning in the battle game.

Explanation of Signs

[0258] 10…Server device 12…Terminal device 50…Storage means 52…Formation means 54…Determination means 56…Progress means 58…Generation means

Claims

1. A program for executing a training scenario for training a first training target character selected by a player from among a plurality of training target characters, causing a computer to, before the start of a training scenario for training the first training target character, automatically organize a predetermined number or fewer support characters from among the support characters associated with the player; generate a support effect corresponding to the organized support characters and advance a training scenario for updating the status corresponding to the first training target character; function as, before the start of the training scenario, the organizing means automatically organizes support characters that generate a support effect for training a preferential status corresponding to the first training target character, wherein the preferential status is a status that can advantageously advance a target game included in the training scenario through training, wherein the conditions of the target game are changed so as to be more advantageous as the preferential status is trained, wherein the preferential statuses corresponding to at least two training target characters are different statuses, a program.

2. A program for executing a training scenario for training a first training target character selected by a player from among a plurality of training target characters, causing a computer to, before the start of a training scenario for training the first training target character, automatically organize a predetermined number or fewer support characters from among the support characters associated with the player; generate a support effect corresponding to the organized support characters and advance a training scenario for updating the status corresponding to the first training target character; function as, before the start of the training scenario, the organizing means automatically organizes support characters that generate a support effect for obtaining a preferential status corresponding to the first training target character, wherein the preferential status is a predetermined skill that can advantageously advance a target game included in the training scenario through acquisition, wherein the conditions of the target game are changed so as to be more advantageous as the preferential status is obtained, wherein the preferential statuses corresponding to at least two training target characters are different skills, Program

3. The target game is a game in which rankings are competed for, and the higher the ranking at the end, the more skills can be acquired by the first character to be nurtured. The program according to claim 2.

4. The status corresponding to the first character to be nurtured includes multiple types of parameters. The privileged status is a predetermined type of parameter that can advantageously advance the target game when it increases. The formation means automatically forms a support character that generates a support effect for increasing the predetermined type of parameter corresponding to the first character to be nurtured. The program according to claim 1.

5. The target game is a game in which rankings are competed for, and the higher the ranking at the end, the more one or more types of parameters corresponding to the first character to be nurtured are increased. The program according to claim 4.

6. An information processing apparatus for executing a nurturing scenario for nurturing a first character to be nurtured selected by a player from among a plurality of characters to be nurtured. Before the start of the nurturing scenario for nurturing the first character to be nurtured, a formation means for automatically forming a predetermined number or fewer support characters from among the support characters associated with the player; A progression means for generating a support effect corresponding to the formed support character and advancing a nurturing scenario for updating the status corresponding to the first character to be nurtured; Comprising: Before the start of the nurturing scenario, the formation means automatically forms a support character that generates a support effect for nurturing a privileged status corresponding to the first character to be nurtured. The privileged status is a status that can advantageously advance the target game included in the nurturing scenario through nurturing. The conditions of the target game are changed so that the more the privileged status is nurtured, the more advantageous it becomes. The privileged statuses corresponding to at least two characters to be nurtured are different statuses. Information processing apparatus.

7. An information processing apparatus for executing a nurturing scenario for nurturing a first character to be nurtured selected by a player from among a plurality of characters to be nurtured, Before the start of a training scenario for training the first training target character, a composition means for automatically composing a predetermined number or less of support characters from among the support characters associated with the player; A progression means for generating a support effect corresponding to the composed support characters and progressing a training scenario for updating the status corresponding to the first training target character; Comprising; Before the start of the training scenario, the composition means automatically composes a support character that generates a support effect for obtaining a privileged status corresponding to the first training target character; The privileged status is a predetermined skill that, when obtained, enables the advantageous progression of a target game included in the training scenario; The conditions of the target game are changed so as to be more advantageous as the privileged status is obtained; The privileged statuses corresponding to each of at least two training target characters are different skills; An information processing apparatus.

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