Information Processing Program, Information Processing Method, Information Processing System, Game Device
The information processing program enhances game interest by enabling players to utilize inherited characters in breeding games, generating special effects based on inherited information, thus increasing the entertainment value of the game.
Patent Information
- Application Number
- JP2024131673
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2044-08-08
AI Technical Summary
Existing training games lack mechanisms to enhance the entertainment value by utilizing inherited characters effectively, leading to a need for increased game interest.
An information processing program that allows players to select a completed game medium as an inherited medium, advances a breeding game using player input, generates and stores a breeding-completed game medium by associating inheritance information, and updates parameters based on this information to generate special effects when specific conditions are met.
Enhances game interest by allowing players to utilize inherited characters in new games, generating special effects based on inherited information, thereby increasing the game's entertainment value.
Smart Images

Figure 0007708942000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] Conventionally, as shown in, for example, Patent Document 1, a training game is known in which parameters linked to a character to be trained are updated based on a player's operation input. In this training game, the player can select an inherited character to be used to train the character to be trained. Factor information is linked to the inherited character, and utility is generated based on the factor information. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7432027 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned training game, there is a demand for further increasing the entertainment value of the game by using inherited characters.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can increase the interest of a game. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: a process of setting a training completed game medium selected by a player from among the training completed game media stored upon completion of the training game, as an inherited game medium to be used in a newly started training game; Based on the player's operation input, performing a process of advancing the breeding game that breeds a breeding target game medium using the set inheritance game medium; Upon completion of the breeding game, performing a process of generating and storing a breeding-completed game medium by associating any one of multiple types of inheritance information with the breeding target game medium to which at least one parameter is associated; Causing a computer to execute; The process of advancing the breeding game includes: Including a utility generation process that generates a utility based on the inheritance information associated with the inheritance game medium; The utility generation process includes: A process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; Based on multiple pieces of the inheritance information, determining whether a preset specific condition is satisfied, and when the specific condition is satisfied, performing a process of generating a special utility; Including Look, Among the parameters associated with the game medium to be cultivated, there are included a plurality of types of acquisition parameters set to an acquirable state or a non-acquirable state. The process of advancing the cultivation game includes a process of associating acquired information of the acquisition parameters set to the acquirable state with the game medium to be cultivated when a predetermined acquisition condition is satisfied. The process of generating the special effect changes a predetermined one of the acquisition parameters from the non-acquirable state to the acquirable state.
[0008] To solve the above problems, an information processing program has a process of setting, as an inherited game medium to be used in a newly started cultivation game, the cultivated completed game medium selected by the player among the cultivated completed game media stored by the completion of the cultivation game; a process of advancing the cultivation game for cultivating the game medium to be cultivated using the set inherited game medium based on the operation input of the player; a process of generating and storing a cultivated completed game medium by associating any one of a plurality of types of inheritance information with the game medium to be cultivated with which at least one or more parameters are associated by the completion of the cultivation game; and causes a computer to execute The process of advancing the cultivation game includes an effect generation process of generating an effect based on the inheritance information associated with the inherited game medium. The effect generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the game medium to be cultivated; a process of determining whether a preset specific condition is satisfied based on a plurality of the inheritance information, and generating a special effect when the specific condition is satisfied; a process of storing a history of the generated effect or history information indicating the inheritance information when the effect was generated; and includes determines whether the specific condition is satisfied based on the history information.
[0009] To solve the above problems, an information processing program has a process of setting, as an inherited game medium to be used in a newly started cultivation game, the cultivated completed game medium selected by the player among the cultivated completed game media stored by the completion of the cultivation game; a process of advancing the cultivation game for cultivating the game medium to be cultivated using the set inherited game medium based on the operation input of the player; Upon completion of the breeding game, a process of generating and storing a completed breeding game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated. Causing a computer to perform. The process of advancing the breeding game. Includes an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium. The effect generation process. Among the parameters associated with the breeding target game medium, a process of updating the parameter corresponding to the inheritance information. Based on a plurality of pieces of the inheritance information, determining whether a preset specific condition is satisfied, and if the specific condition is satisfied, a process of generating a special effect. Including. The process of advancing the breeding game. During the breeding game, the effect generation process is executed one or more times. In the effect generation process, for each piece of inheritance information, an activation lottery is executed to determine whether to generate the effect corresponding to the inheritance information, and the effect won in the activation lottery is generated. Based on the result of the activation lottery of a plurality of pieces of the inheritance information in one execution of the effect generation process, or based on the result of the activation lottery of a plurality of pieces of the inheritance information during the breeding game, determine whether the specific condition is satisfied.
[0010] The process of advancing the breeding game is When a plurality of the predetermined inheritance information is associated with the inheritance game medium, it may be determined that the specific condition is satisfied.
[0011] The specific condition may include winning a lottery that determines whether to generate the special effect.
[0012] To solve the above problems, an information processing method is An information processing method performed by one or more computers, wherein the computer Among the breeding completion game media stored by the completion of the breeding game, a process of setting the breeding completion game media selected by the player as an inheritance game media to be used in a newly started breeding game; A process of advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on the operation input of the player; Upon completion of the breeding game, a process of generating and storing the bred complete game medium by associating any one of multiple types of inheritance information with the game medium to be bred, with at least one parameter associated therewith, is performed, The process of advancing the breeding game includes an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium, The effect generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the game medium to be bred, and a process of determining whether a preset specific condition is satisfied based on a plurality of the inheritance information, and generating a special effect when the specific condition is satisfied. is included See. The parameters associated with the breeding target game medium include a plurality of types of acquisition parameters set in an acquirable state or a non-acquirable state. The process of advancing the breeding game. When a predetermined acquisition condition is satisfied, a process of associating acquired information of the acquisition parameter set in the acquirable state with the breeding target game medium. The process of generating the special effect. Changes a predetermined acquisition parameter from the non-acquirable state to the acquirable state. To solve the above problems, an information processing method is. An information processing method performed by one or more computers. The computer. Among the completed breeding game media stored upon completion of the breeding game, a process of setting the completed breeding game medium selected by the player as an inheritance game medium to be used in a newly started breeding game. Based on the player's operation input, a process of advancing the breeding game of breeding a breeding target game medium using the set inheritance game medium. Upon completion of the breeding game, a process of generating and storing a completed breeding game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated. Execute, The process of advancing the breeding game is, Including an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium. The effect generation process is, Among the parameters associated with the breeding target game medium, a process of updating the parameter corresponding to the inheritance information. Based on a plurality of the inheritance information, determining whether a preset specific condition is satisfied, and if the specific condition is satisfied, a process of generating a special effect. A process of storing a history of the generated effect or history information indicating the inheritance information in which the effect occurred. Including, Based on the history information, determining whether the preset specific condition is satisfied. To solve the above problems, an information processing method is, An information processing method performed by one or more computers, The computer, Among the completed breeding game media stored upon completion of the breeding game, a process of setting the completed breeding game medium selected by the player as an inheritance game medium to be used in a newly started breeding game. Based on the player's operation input, a process of advancing the breeding game of breeding a breeding target game medium using the set inheritance game medium. Upon completion of the breeding game, a process of generating and storing a completed breeding game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated. Execute, The process of advancing the breeding game is, Including an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium. The effect generation process is, Among the parameters associated with the breeding target game medium, a process of updating the parameter corresponding to the inheritance information. Based on a plurality of the inheritance information, determining whether a preset specific condition is satisfied, and if the specific condition is satisfied, a process of generating a special effect. Including, The process of advancing the breeding game is, During the breeding game, execute the effect generation process one or more times. In the utility generation process, for each piece of inheritance information, a triggering lottery is executed to determine whether to generate the utility corresponding to the inheritance information, and the utility selected in the triggering lottery is generated. Based on the results of the triggering lottery for a plurality of pieces of inheritance information in one utility generation process, or based on the results of the triggering lottery for a plurality of pieces of inheritance information during the breeding game, it is determined whether the specific condition is satisfied.
[0013] To solve the above problems, the information processing system includes one or more computers, wherein the computer performs a process of setting, as an inherited game medium to be used in a newly started breeding game, the breeding completion game medium selected by the player from among the breeding completion game media stored upon completion of a breeding game; performs a process of advancing the breeding game for breeding a breeding target game medium using the set inherited game medium based on an operation input of the player; performs a process of generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; and the process of advancing the breeding game includes a utility generation process of generating a utility based on the inheritance information associated with the inherited game medium, wherein the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; Based on the plurality of the inheritance information, determine whether a preset specific condition is satisfied. When the specific condition is satisfied, perform a process that generates a special effect, and include See The parameters associated with the game medium to be bred include a plurality of types of acquisition parameters set in an acquirable state or a non-acquirable state. The process of advancing the breeding game is including a process of associating the acquired information of the acquisition parameter set in the acquirable state with the game medium to be bred when a predetermined acquisition condition is satisfied. The process of generating the special utility is changing a predetermined acquisition parameter from the non-acquirable state to the acquirable state. To solve the above problems, an information processing system comprises one or more computers, wherein the computer sets, as an inheritance game medium to be used in a newly started breeding game, the breeding completed game medium selected by the player from among the breeding completed game media stored upon completion of the breeding game; advances the breeding game for breeding the game medium to be bred using the set inheritance game medium based on the player's operation input; generates and stores a breeding completed game medium by associating any one of a plurality of types of inheritance information with the game medium to be bred with which at least one parameter is associated upon completion of the breeding game; and performs the process of advancing the breeding game includes a utility generation process for generating a utility based on the inheritance information associated with the inheritance game medium, the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the game medium to be bred; determines whether a preset specific condition is satisfied based on a plurality of pieces of inheritance information, and if the specific condition is satisfied, a process of generating a special utility; and a process of storing the history of the generated utility or history information indicating the inheritance information for which the utility has occurred; and includes determines whether the specific condition is satisfied based on the history information. To solve the above problems, an information processing system comprises one or more computers, wherein the computer sets, as an inherited game medium to be used in a newly started breeding game, the breeding-completed game medium selected by the player from among the breeding-completed game media stored upon completion of the breeding game; advances the breeding game for breeding a breeding target game medium using the set inherited game medium based on an operation input of the player; generates and stores a breeding-completed game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; performs The process of advancing the breeding game includes an effect generation process for generating an effect based on the inheritance information associated with the inherited game medium, The effect generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; determines whether or not a preset specific condition is satisfied based on a plurality of the inheritance information, and if the specific condition is satisfied, performs a process of generating a special effect; and includes The process of advancing the breeding game executes the effect generation process one or more times during the breeding game, and in the effect generation process, performs a triggering lottery for determining whether or not to generate the effect corresponding to the inheritance information for each inheritance information, and generates the effect that has won in the triggering lottery; determines whether or not the specific condition is satisfied based on the result of the triggering lottery of a plurality of the inheritance information in one execution of the effect generation process or based on the result of the triggering lottery of a plurality of the inheritance information during the breeding game.
[0014] In order to solve the above problems, the game device includes one or more computers, wherein the computer performs a process of setting, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by the player from among the breeding completion game media stored upon completion of the breeding game; performs a process of advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on an operation input of the player; performs a process of generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; and executes The process of advancing the breeding game includes a utility generation process of generating a utility based on the inheritance information associated with the inheritance game medium, wherein the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; a process of determining whether or not a preset specific condition is satisfied based on a plurality of pieces of the inheritance information, and generating a special utility when the specific condition is satisfied. and includes see The parameters associated with the breeding target game medium include a plurality of types of acquisition parameters set to an acquirable state or a non-acquirable state. The process of advancing the breeding game includes a process of associating acquired information of the acquisition parameter set to the acquirable state with the breeding target game medium when a predetermined acquisition condition is satisfied. The process of generating the special effect changes a predetermined acquisition parameter from the non-acquirable state to the acquirable state. To solve the above problems, a game device comprises one or more computers, wherein the computer Among the game media for breeding stored by the completion of the breeding game, the process of setting the game media for breeding completion selected by the player as an inheritance game media to be used in a newly started breeding game, and Based on the operation input of the player, the process of proceeding with the breeding game for breeding the breeding target game media using the set inheritance game media, and By the completion of the breeding game, the process of generating and storing the game media for breeding completion by associating any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated, and Perform, The process of proceeding with the breeding game is Including an effect generation process for generating an effect based on the inheritance information associated with the inheritance game media, The effect generation process is Among the parameters associated with the breeding target game media, the process of updating the parameter corresponding to the inheritance information, Based on a plurality of the inheritance information, determining whether a preset specific condition is satisfied, and if the specific condition is satisfied, a process of generating a special effect, The process of storing the history of the generated effect or the history information indicating the inheritance information in which the effect occurred, Including, Based on the history information, determining whether the specific condition is satisfied. To solve the above problems, the game device Is equipped with one or more computers, The computer Among the game media for breeding stored by the completion of the breeding game, the process of setting the game media for breeding completion selected by the player as an inheritance game media to be used in a newly started breeding game, and Based on the operation input of the player, the process of proceeding with the breeding game for breeding the breeding target game media using the set inheritance game media, and By the completion of the breeding game, the process of generating and storing the game media for breeding completion by associating any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated, and Perform, The process of proceeding with the breeding game is Including an effect generation process for generating an effect based on the inheritance information associated with the inheritance game media, The effect generation process is Among the parameters associated with the breeding target game media, the process of updating the parameter corresponding to the inheritance information, Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. If the specific condition is satisfied, perform a process that generates a special effect, including the process of advancing the breeding game is during the breeding game, execute the effect generation process one or more times, in the effect generation process, for each piece of inheritance information, execute a triggering lottery to determine whether to generate the effect corresponding to the inheritance information, and generate the effect that won in the triggering lottery, Based on the results of the triggering lottery for the plurality of pieces of inheritance information in one execution of the effect generation process, or based on the results of the triggering lottery for the plurality of pieces of inheritance information during the breeding game, determine whether the specific condition is satisfied.
Advantages of the Invention
[0015] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0016]
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MODE FOR CARRYING OUT THE INVENTION
[0017] Hereinafter, with reference to the accompanying drawings, one aspect of an embodiment of the present invention will be described in detail. Numerical values and the like shown in such an embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.
[0018] (Overall Configuration of Information Processing System S) FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 that functions as a client, that is, a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as game devices G. The player terminal 1 and the server 1000 each have a role in controlling the progress of the game, and the game can proceed through the cooperation between the player terminal 1 and the server 1000.
[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, etc. In this embodiment, the case where a smartphone is used as the player terminal 1 will be described.
[0021] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player who plays the game. In addition, the server 1000 mainly performs processes such as updating the accumulated information and causing the player terminal 1 to download images and various information based on operations input from the player terminal 1.
[0022] The communication base station Na is connected to the communication network N and performs wireless information transmission and reception with the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.
[0023] (Hardware configurations of the player terminal 1 and the server 1000) FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1. FIG. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in FIG. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0024] Also, as shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0025] Note that the configurations and functions of the CPU 1010, the memory 1012, the bus 1014, the input / output interface 1016, the storage unit 1018, the communication unit 1020, the input unit 1022, and the output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, the memory 12, the bus 14, the input / output interface 16, the storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the server 1000 will be omitted.
[0026] The CPU 10 operates the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.
[0027] An input / output interface 16 is connected to the bus 14. The storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 are connected to the input / output interface 16.
[0028] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0029] The communication unit 20 is wirelessly communicatively connected to the communication base station Na and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0030] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. where the player's operations are input (accepted). Further, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the tilt and movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.
[0031] The output unit 24 is composed of including a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and includes a touch panel provided superimposed on the display 26 as the input unit 22.
[0032] (Game content) Next, a game provided by the information processing system S and the game device G of the present embodiment will be described. The player can possess game media obtained by a lottery called a so-called gacha or game media distributed from the operator side. In the present embodiment, the player can possess character cards and support cards as game media. A single character is always associated with the character card and the support card. Note that the character associated with the character card is the object of cultivation in the cultivation game. Hereinafter, the character associated with the character card may be simply referred to as a character.
[0033] As will be described in detail later, in the game according to the present embodiment, a breeding game is provided. In the breeding game, the player can breed a character and generate a bred character associated with various parameters. Further, the breeding game in the present embodiment has a gameplay of breeding a character associated with a character card while having the character participate in a race imitating horse racing.
[0034] FIG. 3A is a diagram for explaining an example of the home screen 100. When the game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. The menu bar 102 is provided with a plurality of operation parts that can be operated (tapped) by the player.
[0035] Here, the menu bar 102 is provided with a home screen selection operation part 102a, a strengthening screen selection operation part 102b, a story screen selection operation part 102c, a race game selection operation part 102d, and a gacha screen selection operation part 102e. In the menu bar 102, the operation part corresponding to the screen being displayed is highlighted so that the screen being displayed on the display 26 can be identified.
[0036] When the home screen selection operation part 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0037] When the strengthening screen selection operation part 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can breed a bred character with more powerful status in the breeding game.
[0038] Note that two parameters, namely the upper limit release stage and the level, are associated with the support cards held by the player. The player can consume a predetermined item to increase the level of the support card. However, for each upper limit release stage of the support card, an upper limit value of the level that can be increased is set. For example, when the upper limit release stage = stage 0, the upper limit value of the level is "30", and when the upper limit release stage = stage 1, the upper limit value of the level is "35". In this way, every time the upper limit release stage increases by one stage, the upper limit value of the level increases by "5".
[0039] Here, for all support cards, five stages from upper limit release stage 0 to stage 4 are provided. When the player holds multiple copies of the same support card, the player can increase the upper limit release stage of the support card by consuming the excess support cards. Specifically, the initial upper limit release stage of the support card is stage 0. Suppose the player holds five copies of a certain support card with an upper limit release stage of 0. In this case, the player can increase the upper limit release stage of the support card by four stages by consuming the four excess support cards for the base one support card. In this way, the player can increase the upper limit release stage of the support card by a maximum of four stages. As a result, the upper limit value of the level of the support card will increase by a maximum of "20".
[0040] Note that, as will be described in detail later, each support card has a pre-set rarity. For each rarity of the support card, the upper limit value of the level at each upper limit release stage is different.
[0041] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view the character and the story image on the story screen.
[0042] When the race game selection operation unit 102d is tapped, a race game selection screen (not shown) is displayed. In the present embodiment, various race games in which the nurtured character nurtured in the nurturing game described later can participate are provided. The player can select a race game in which the nurtured character participates on the race game selection screen. As the race game, there is a team competition game in which a team composed of a plurality of nurtured characters competes against a team of other players selected by the computer. The team competition game has a gameplay of competing for rankings with other players.
[0043] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha lottery by consuming in-game currency or tickets. In the gacha lottery, character cards and support cards can be obtained.
[0044] Also, on the home screen 100, above the menu bar 102, a nurturing game operation unit 104 is provided. When the nurturing game operation unit 104 is tapped, a nurturing game screen is displayed, and the nurturing game described later is started. The nurturing game is roughly divided into a preparation stage and a nurturing stage. First, in the preparation stage, the player selects one character from the characters they possess and sets it as the character to be nurtured (hereinafter referred to as the nurtured character).
[0045] Also, in the preparation stage, the player sets a deck to be used when nurturing the nurtured character. The deck is composed of a plurality of inherited characters and a plurality of support cards, which will be described in detail later. Therefore, in the nurturing game, the inherited characters and support cards compiled in the deck are used.
[0046] When the settings for the character to be trained and the deck (inherited characters and support cards) are completed, the game transitions from the preparation stage to the training stage, and a game for training the character to be trained is started. In the training game, the parameters of the character to be trained can be changed. The player can possess the character trained in the training game as a trained character. As described above, the player can form a team with the possessed trained characters and use them in a team competition game or the like.
[0047] Thus, the main objectives of the game of this embodiment are to generate a trained character through a training game and to improve the ranking in a team competition game using the trained character.
[0048] Also, in this embodiment, it has a function for sharing trained characters or support cards among players and a function for sharing information among multiple players. The player can set the trained characters and support cards that can be used by other players in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right part of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0049] FIG. 3B is a diagram for explaining an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. A plurality of operation units are provided on the option setting screen 110, and when an operation unit is tapped, it is possible to confirm and set the information corresponding to the operation unit.
[0050] The operation units on the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110c. When the close operation unit 110c is tapped, the option setting screen 110 is closed. When the profile setting operation unit 110a is tapped, a profile setting screen 120 is displayed.
[0051] FIG. 3C is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can view and set his or her own profile information. The profile information includes a profile character, a player name, a player ID, an affiliated circle, a representative character, and a rental card.
[0052] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for information sharing with other players. On the profile setting screen 120, an image 122 of the currently set profile character is displayed. Near the profile character image 122, a change button 124 is provided. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0053] Also, on the profile setting screen 120, the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs are displayed. Further, on the profile setting screen 120, a representative character setting operation section 126a and a rental card setting operation section 126b are provided.
[0054] When the representative character setting operation section 126a is tapped, a representative character setting screen (not shown) is displayed. The player can set any one of the cultivated characters he or she has cultivated as the representative character on the representative character setting screen. An icon image indicating the currently set representative character is displayed on the representative character setting operation section 126a. Although details will be described later, the representative character can be compiled into the deck as an inherited character in the cultivation game played by other players.
[0055] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. The player can set any one of the support cards he / she possesses as a rental card on the rental card setting screen. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, the support card set as the rental card can be included in the decks of other players and is used in the breeding games played by other players.
[0056] Although detailed description is omitted, when the profile information is set and changed on the profile setting screen 120, the setting change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0057] In addition, in this embodiment, various time-limited events are held irregularly. During the holding period of a specific event which is a time-limited event, as shown in FIG. 3A, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange, for example, specific event points provided only for the specific event for various rewards.
[0058] When the breeding game operation unit 104 is tapped on the home screen 100, a breeding game screen is displayed and the breeding game is started. The player can play the breeding game by consuming game points. The game points are given to the player by a predetermined value (for example, +1) every predetermined time (for example, 10 minutes). An upper limit value (for example, 100) is set for the game points that the player can possess, and the player can possess the game points within the range of the upper limit value. A game point display bar 136 is provided at the upper part of the home screen 100, and the ratio of the currently possessed game points to the upper limit value is visually displayed.
[0059] Note that when the breeding game starts, the game points are subtracted by a predetermined value (for example, -30). Therefore, if the player does not have the required game points, the breeding game cannot be started. However, the player can possess items that recover game points and can use the items to recover the game points. This item can be given as a reward for, for example, a breeding game or a team competition game, or can be obtained by consuming in-game currency. The breeding game will be described in detail below.
[0060] (Breeding Game) FIG. 4 is a diagram for explaining the general flow of the breeding game. The breeding game is roughly classified into a setting game and a main breeding game. Although it will be described in detail later, the main breeding game is a game in which one character selected from the characters possessed by the player is bred as the character to be bred (hereinafter referred to as the breeding target character).
[0061] In addition, the setting game is for the player to register the breeding target character and the deck (inherited characters and support cards), and corresponds to the preparation stage of the breeding game. Hereinafter, the process performed in the setting game will be referred to as the preparation stage process, and the process performed in the main breeding game will be referred to as the breeding stage process. Here, for ease of understanding, the general flow in the preparation stage process and the breeding stage process will be described first.
[0062] As shown in FIG. 4, in the preparation stage process, the registration of the scenario, the registration of the breeding target character, the registration of the inherited character, the registration of the support card, and the registration of the specific character are performed in order. Note that the order of the above-described registration and setting processes is merely an example. Therefore, the order of the above-described registration and setting processes can be changed as appropriate.
[0063] <Preparation Stage Process> In the preparation stage process, mainly, the registration of scenarios, the registration of characters to be trained, and the registration of decks (inherited characters and support cards) are performed. Note that the support cards are for assisting in the training of the characters to be trained. Each support card is necessarily associated with one character, and the character associated with the support card registered in the preparation stage process will assist in the training of the character to be trained. Hereinafter, the character associated with the support card is referred to as a support character.
[0064] <Registration of Scenarios> On the home screen 100, when the player taps the training game operation unit 104, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios for the main training game are provided. For each scenario of the main training game, a final goal, goals during the game, etc. are set. The player needs to sequentially clear the goals set for each scenario. Each goal, the period until the goal is achieved, the difficulty level of the game, etc. are different for each scenario.
[0065] In addition, the main training game has a story, and the game progresses along the story. Also, during the main training game, events occur at various timings. Among the events that occur during the main training game, there are events specific to the scenario. Therefore, in at least some of the events that occur during the main training game, the plurality of scenarios are different from each other. The player can select any one of the plurality of scenarios on the scenario selection screen.
[0066] FIG. 5A is a diagram for explaining an example of scenario initial addition value data. FIG. 5B is a diagram for explaining an example of scenario initial upper limit value data. FIG. 5C is a diagram for explaining an example of scenario event addition value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs from 0001 to 0004 are provided.
[0067] Although details will be described later, the purpose of the breeding game includes increasing the ability parameters of the character to be bred. Here, five ability parameters of speed, stamina, power, determination, and wisdom are provided. The higher the values of these five ability parameters, the more advantageous the race development of the character to be bred becomes.
[0068] However, an upper limit value is set for each ability parameter. In the main breeding game, the value of each ability parameter is updated only within the range of the upper limit value, and the update of the ability parameter exceeding the upper limit value is restricted. At the start of the main breeding game, the initial upper limit value of each ability parameter is set. This initial upper limit value varies for each scenario. Note that the upper limit value of each ability parameter may increase from the initial upper limit value during the game.
[0069] The player terminal 1 and the server 1000 store scenario initial addition value data. The scenario initial addition value data is data in which the initial addition value of each of the five ability parameters is associated with the scenario ID. In this embodiment, at the start of the main breeding game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0070] Specifically, a common base value is preset for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may vary for each scenario or for each ability parameter. And at the start of the main training game, a scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0071] For example, as shown in FIG. 5A, according to the scenario initial addition value data, "200" is set as the scenario initial addition value for all five ability parameters associated with the scenario ID of "0001". Therefore, when the scenario ID of "0001" is selected and the main training game starts, the initial upper limit values of all five ability parameters will all be "1400".
[0072] Also, for example, when the scenario ID of "0002" is selected and the main training game starts, the initial upper limit values of the speed and determination ability parameters will be the common base value of "1200", the initial upper limit values of the stamina and wisdom ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".
[0073] Here, the initial upper limit value is derived by adding the initial addition value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and based on this scenario initial upper limit value data, the initial upper limit value of each ability parameter may be derived. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is associated with the scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value associated with each scenario ID is the value obtained by adding the initial addition value of the scenario initial addition value data to the common base value.
[0074] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, a value obtained by adding the scenario initial addition value to the common base value may be set as the initial upper limit value of each ability parameter.
[0075] In the main character training game, a scenario event in which the upper limit value of each ability parameter increases may occur at a predetermined timing. When a scenario event occurs, the scenario event addition value associated with the scenario event is added to the upper limit value at that time. For example, in the main character training game with the scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20".
[0076] As shown in FIG. 5C, the upper limit values of the ability parameters that increase due to scenario events differ for each scenario. Note that a plurality of scenario events in which the upper limit value of the ability parameter increases may be provided for one scenario, or none may be provided. Also, the occurrence timing of the scenario event may be common to all scenarios or may be different.
[0077] In this way, the upper limit values of the ability parameters differ depending on the scenario selected by the player. As a result, it becomes possible to train characters with different abilities and characteristics for each scenario. This improves the player's motivation to play according to various scenarios.
[0078] <Registration of Character to be Trained> FIG. 6A is a diagram for explaining the character selection screen 150 for the character to be trained. When the player selects a scenario on the scenario selection screen, the character selection screen 150 for the character to be trained shown in FIG. 6A is displayed. A plurality of character icons 151 are displayed in the center of the character selection screen 150 for the character to be trained, and a list of the characters possessed by the player is displayed.
[0079] In addition, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the upper part of the character selection screen 150 for cultivation. Also, a return operation section 153 and a next operation section 154 are displayed at the lower part of the character selection screen 150 for cultivation.
[0080] In this embodiment, initial values of ability parameters are set for each character. In the ability parameter display section 152a, the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player are displayed numerically. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0081] In addition, the initial upper limit values of the respective ability parameters are displayed in the ability parameter display section 152a. In other words, the upper limit values of the respective ability parameters set at the start of the main cultivation game after the player selects a scenario or after the player has selected a scenario are displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0082] Here, in the ability parameter display section 152a, the initial upper limit values exceeding the common base value are displayed discriminatively. For example, in the example shown in FIG. 6A, the initial upper limit values of speed, power, and determination exceed the common base value of "1200". Therefore, in the ability parameter display section 152a, the initial upper limit values of speed, power, and determination are displayed discriminatively with respect to the initial upper limit values of stamina and wisdom. Here, as the discriminative display, the initial upper limit values exceeding the common base value are displayed in a blinking manner or in a different color.
[0083] FIG. 7A is a diagram for explaining an ability parameter (initial value) table. In the present embodiment, as shown in FIG. 7A, the initial values of the ability parameters for each character are stored in the ability parameter (initial value) table. Then, based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the initial values of the ability parameters are displayed on the ability parameter display unit 152a.
[0084] In the present embodiment, initial values of ability parameters are set for each of a plurality of types of abilities for each character. Specifically, as the ability parameters, there are provided a speed ability parameter marked as "Speed" on the ability parameter display unit 152a, a stamina ability parameter marked as "Stamina" on the ability parameter display unit 152a, a power ability parameter marked as "Power" on the ability parameter display unit 152a, a determination ability parameter marked as "Spirit" on the ability parameter display unit 152a, and a wisdom ability parameter marked as "Wisdom" on the ability parameter display unit 152a.
[0085] Note that the initial values of the ability parameters for each character increase by strengthening the character (character card). For example, each character is provided with five levels of status levels, and by consuming in-game currency or predetermined items, the player can increase the status level of the character. As the status level of the character increases, the initial value of the ability parameter of the character increases.
[0086] FIG. 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the main training game. That is, the purpose of the main training game is to train a character with higher numerical values of ability parameters.
[0087] Also, in this embodiment, an appropriate parameter (initial value) is set for each character. As shown in FIG. 6A, the initial value of the appropriate parameter of the character corresponding to the character icon 151 selected by the player is displayed in alphabetical letters on the appropriate parameter display unit 152b.
[0088] FIG. 7B is a diagram for explaining the appropriate parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the initial values of the appropriate parameters for each character are stored in the appropriate parameter (initial value) table. The initial value of the appropriate parameter is set to any of seven levels with alphabetical letters from A to G. Note that the initial value of the appropriate parameter indicates that A has the highest appropriateness and G has the lowest appropriateness. Based on the initial value of the appropriate parameter stored in the appropriate parameter (initial value) table, the initial value of the appropriate parameter is displayed on the appropriate parameter display unit 152b.
[0089] In this embodiment, initial values of appropriate parameters are set for each of multiple types of appropriateness for each character. Specifically, as appropriate parameters, appropriate parameters related to the field appropriateness of turf and dirt respectively, appropriate parameters related to the distance appropriateness of short distance, mile, middle distance, and long distance respectively, and appropriate parameters related to the leg quality appropriateness of escape, lead, drive, and pursuit respectively are provided.
[0090] In the breeding game, the player can send the breeding target character to various races. At this time, the higher the appropriateness of the breeding target character that matches the race content, the more advantageous the race development becomes.
[0091] Note that it may also be possible to increase the initial value of the appropriate parameter for each character by consuming in-game currency. Also, the value of the appropriate parameter may change in the main breeding game. Further, in the main breeding game, the appropriate parameter may be set to S which is more appropriate than A in some cases.
[0092] Figure 6B is the first diagram for explaining the character details screen 160. Also, Figure 6C is the second diagram for explaining the character details screen 160. When the character icon 151 on the character selection screen 150 for training target is long-pressed, the character details screen 160 is displayed on the display 26. On the character details screen 160, details of the abilities of the character corresponding to the character icon 151 long-pressed on the character selection screen 150 for training target are displayed.
[0093] In the central part of the character details screen 160, a skill operation part 161 and an event operation part 162 are displayed. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill operation part 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during the execution of a race and a team race described later. That is, a skill is a part of a character's ability, and it can be said that the more skills a character has, the higher its ability. The race development of each character is advantageous by the activation of skills.
[0094] Figure 7C is a diagram for explaining skills. As shown in Figure 7C, each character has a plurality of skills. As shown in Figure 6B, on the character details screen 160, the skills possessed by the character (hereinafter referred to as possessed skills) are displayed. In the main training game, by satisfying a predetermined condition, the possessed skills of the character for training target can be acquired. Note that a skill will not be activated during a race just by possessing it, and it becomes activatable for the first time by acquiring the possessed skill. Hereinafter, a skill in a state where a character can activate it, that is, a skill acquired by the character, is called an acquired skill.
[0095] Each character has one acquired skill set at the beginning of the main character training game. In addition to the acquired skills, each character has multiple equipped skills. Equipped skills can be acquired after the start of the main character training game by consuming skill points described later. That is, equipped skills can be exchanged for skill points and become acquired skills.
[0096] In this embodiment, the skill indicated by "◎" in FIG. 7C is displayed as an acquired skill on the character details screen 160 in FIG. 6B. Also, the skill indicated by "〇" in FIG. 7C is displayed as an equipped skill on the character details screen 160 in FIG. 6B. In this embodiment, as shown in the character details screen 160 of FIG. 6B, the acquired skills are highlighted so that the acquired skills and the equipped skills can be easily distinguished.
[0097] Specifically, on the character details screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display column 161a, and seven equipped skills are displayed in the equipped skill display column 161b. Note that the number of acquired skills and equipped skills may vary for each character. Also, for example, the number of acquired skills or equipped skills of each character may increase due to an increase in the character level, consumption of in-game currency or items, etc.
[0098] Here, the equipped skills include awakening skills. An awakening skill is a skill that is linked to a character as an equipped skill from the start of the training game when the release condition is satisfied. That is, an awakening skill whose release condition is not satisfied is not an equipped skill at the start of the training game. However, even an awakening skill whose release condition is not satisfied may become an equipped skill during the main character training game.
[0099] In FIG. 7C, the awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may vary for each character. Note that the awakening skills are different for each character. For example, skill d in the figure is set as an awakening skill for character A, a acquired skill for character B, and a normal possessed skill for character C. Thus, the skills also include those with different settings such as acquired skills, possessed skills, and awakening skills depending on the character.
[0100] In this embodiment, the awakening level of the character is set as the release condition for the awakening skill. The above-mentioned status level and the awakening level are associated with the character (character card). The player can increase the status level and the awakening level individually. As shown in FIG. 6B, the character details screen 160 is provided with a close operation part 163a and an enhancement operation part 163b. When the enhancement operation part 163b is tapped, the character enhancement screen 165 is displayed on the display 26.
[0101] FIG. 8 is a diagram for explaining the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation part 163b of the character details screen 160 is tapped, and when the enhancement screen selection operation part 102b is tapped. From the center to the bottom of the character enhancement screen 165, a character icon 151 corresponding to the possessed character is displayed. When the player taps the character icon 151, the character corresponding to the tapped character icon 151 is in a selected state.
[0102] Note that when the enhancement operation part 163b of the character details screen 160 is tapped and the character enhancement screen 165 is displayed, the character that was in the selected state on the character details screen 160 remains in the selected state at the start of the display of the character enhancement screen 165. Information about the selected character is displayed above the character enhancement screen 165.
[0103] Specifically, on the character enhancement screen 165, there are provided an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display columns 168a, 168b, 168c, and 168d are displayed. Note that when the character enhancement screen 165 starts to be displayed, the awakening tab 167a is in a selected state, and the awakening skill display columns 168a, 168b, 168c, and 168d are displayed. In the awakening skill display columns 168a, 168b, 168c, and 168d, the names of the awakening skills corresponding to the awakening levels are respectively recorded.
[0104] Below the character enhancement screen 165, an awakening level enhancement button 169a is provided. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. On this confirmation screen, it is displayed that items necessary to raise the awakening level and that the awakening level will rise by consuming those items. Then, when a predetermined operation is input on the confirmation screen, the awakening level of the selected character rises.
[0105] In this embodiment, in the initial state of each character, the awakening level is set to level 1. The player can raise the awakening level of the character up to level 5 at most by consuming items. One awakening skill is associated with each awakening level. By raising the awakening level, the awakening skill corresponding to the raised awakening level is released. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is released. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is released.
[0106] In this way, four awakening skills are set for each character. And the player can release the same number of awakening skills as the number of levels the awakening level has risen by raising the awakening level. The awakening skills, once released, function as acquirable possession skills.
[0107] In the awakening skill display columns 168a, 168b, 168c, and 168d, the awakening skills released at awakening levels = 2, 3, 4, and 5 are respectively displayed. At this time, for the released awakening skills, "released" is marked in the awakening skill display columns 168a, 168b, 168c, and 168d. On the other hand, for the unreleased awakening skills, the awakening skill display columns 168a, 168b, 168c, and 168d are grayed out. Figure 8 shows a state where the awakening level is level 4 and three awakening skills are released.
[0108] Note that although detailed explanations are omitted, when the awakening skill display columns 168a, 168b, 168c, and 168d are long-pressed, detailed information such as the content of each awakening skill is displayed. Also, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, by consuming items, the hint level of the possession skills described later can be increased.
[0109] Also, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, by consuming items, the status level of the character can be increased. Note that a return operation part 169b is provided on the character enhancement screen 165. When the return operation part 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0110] Also, when the player taps the event operation part 162 of the character details screen 160, as shown in FIG. 6C, the content of the character details screen 160 changes, and a dedicated event display column 162a showing the dedicated events provided for each character is displayed. The dedicated events occur when predetermined conditions are met in the main breeding game. When a dedicated event occurs, a story image related to the character appearing in the breeding game is displayed, or the value of the ability parameter changes.
[0111] FIG. 7D is a diagram for explaining dedicated events. As shown in FIG. 7D, a plurality of dedicated events are associated with each character. As shown in FIG. 6C, on the character details screen 160, the dedicated events associated with the character are displayed. Note that the dedicated events include hint events that allow the possession or acquisition of skills, ability events that increase or decrease the numerical values of the character's ability parameters, and the like.
[0112] In addition, the dedicated events displayed on the character details screen 160 shown in FIG. 6C may all be executed during the execution of the main breeding game, or at least a part of them may be executed during the execution of the main breeding game, or if a predetermined condition is not satisfied, none of them may be executed during the execution of the main breeding game. Also, for example, the number of dedicated events provided for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc. Also, when a predetermined condition is satisfied, dedicated events that are not displayed as dedicated events may be executed during the main breeding game.
[0113] Also, as shown in FIGS. 6B and 6C, a close operation section 163a is displayed at the lower part of the character details screen 160. When the close operation section 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the breeding target character selection screen 150 is displayed on the display 26.
[0114] Also, when the return operation section 153 is tapped on the breeding target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Also, the breeding target character selection screen 150 is provided with a breeding information display button 155. When the breeding information display button 155 is tapped, a breeding information display screen (not shown) is displayed. The player can confirm information about the character selected on the breeding target character selection screen 150 on the breeding information display screen.
[0115] The breeding game aims to generate a stronger trained character by selecting a character from the characters possessed by the player as the breeding target character to be trained. As will be described in detail later, the main breeding game is composed of a plurality of turns, and the player needs to train the breeding target character or have it participate in a race every turn.
[0116] And for each character, a plurality of clear goals are set respectively. On the breeding information display screen, the clear goals set for the selected character can be confirmed. In each turn, a race in which the breeding target character can participate is predetermined. Also, the clear goals include having the breeding target character participate in a predetermined race in a predetermined turn and obtaining a predetermined ranking.
[0117] Also, when the breeding target character participates in a race, the said breeding target character can acquire fans. For each race, the base number of fans acquired is determined for each finishing position, and the higher the finishing position, the more fans are acquired. Also, a difficulty level is set for the race, and the higher the difficulty level of the race, the more fans can be acquired.
[0118] Here, the number of fans that can be acquired by participating in a race is calculated by adding the bonus acquisition number to the base acquisition number determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus acquisition number is calculated by multiplying the base acquisition number by the correction value. The total of this bonus acquisition number and the base acquisition number is the number of fans acquired by the breeding target character. For example, when the race result is the first place, the greater the difference between the breeding target character and the second-place character, the greater the correction value. Also, when the race result is from the second place to the fifth place, the smaller the difference between the breeding target character and the first-place character, the greater the correction value.
[0119] In addition, during a race, the character to be trained activates a skill (acquired skill) with a predetermined probability. At this time, the more skills are activated, the larger the correction value becomes. In this way, for each race, addition conditions for the number of fans are determined, and the number of fans obtained increases depending on various race results other than the finishing position and the progress of the race. However, the number of fans acquired by the character to be trained is at least equal to the base acquisition number corresponding to the finishing position.
[0120] Note that for some races, the number of fans is specified as a starting condition. If the number of fans acquired by the character to be trained is less than the number of fans specified as the starting condition, the player cannot start the character to be trained in the race. The higher the difficulty of the race, the more fans are required to start. Therefore, if a race with the number of fans specified as the starting condition is set as the target race for the clear goal (hereinafter referred to as the target race), the character to be trained needs to acquire the number of fans specified for the target race by the turn when the target race is held.
[0121] In addition, the clear goal includes acquiring a predetermined number or more of fans by a predetermined turn. Also, the clear goal includes, for example, achieving first place a predetermined number of times or more in high-difficulty races (e.g., GI) within a predetermined turn range. In this way, multiple clear goals are set for each character. By achieving the clear goal, the player can continue the main training game until the final turn. On the other hand, if the clear goal cannot be achieved, the main training game ends at that turn.
[0122] Therefore, if the number of fans specified for the target race has not been acquired by the turn when the target race is held, the character to be trained cannot start in the target race. In this case, the clear goal is not achieved and the training game ends.
[0123] In the breeding main game, since various parameters of the character to be bred increase in each turn, the more turns there are, the stronger the bred character can be generated. Therefore, when playing the breeding main game, it is necessary to increase the parameters of the character to be bred so that all clear goals can be cleared.
[0124] Basically, the clear goals set for each character are fixed, and the same clear goals are set as tasks every time the breeding game is played. However, there may be included characters for which clear goals that change according to the progress of the breeding main game are set, or the player can select clear goals.
[0125] Also, when the breeding game is completed, a bred character is generated. At the end of the breeding game, an evaluation score is calculated for the bred character, and a breeding rank is derived based on the evaluation score. The evaluation score is calculated based on a preset calculation formula, such as the score calculated from various parameters of the character to be bred at the end of breeding, the score calculated from the skills acquired, etc. On the breeding information display screen, information showing the rank, evaluation score, name, and registration date of the top three bred characters with high evaluation scores among the bred characters bred based on the currently selected character is displayed.
[0126] Although detailed explanations are omitted, there are multiple scenarios provided in the breeding game. The basic game specifications are common to each scenario, but some functions are different for each scenario. On the breeding information display screen, the scenario selected when each bred character was bred is displayed.
[0127] As described above, in the character selection screen 150 for training shown in FIG. 6A, the player can select a character to be trained while checking various information of each character. When the next operation unit 154 is tapped on the character selection screen 150 for training, the selected character is set as the character to be trained, and the inherited character selection screen 170 is displayed on the display 26.
[0128] <Registration of Inherited Characters> FIG. 9A is a first diagram for explaining the inherited character selection screen 170. FIG. 9B is a first diagram for explaining the training character list screen 180. FIG. 9C is a second diagram for explaining the inherited character selection screen 170. FIG. 9D is a third diagram for explaining the inherited character selection screen 170. The inherited character selection screen 170 is a screen for the player to register an inherited character.
[0129] An inherited character is a character that inherits ability values, skills, etc. to the character to be trained. The player can select two inherited characters from the training characters the player possesses, and the representative characters of friends such as followers, and other players' representative characters extracted according to predetermined extraction conditions, and compile and register them in the deck. Note that only one representative character of another player can be compiled in the deck as an inherited character in one training game.
[0130] The inherited character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inherited character selection area 171a, and a second inherited character selection area 171b. When the screen transitions from the character selection screen 150 for training to the inherited character selection screen 170, as shown in FIG. 9A, the first inherited character selection area 171a and the second inherited character selection area 171b are displayed as blank fields.
[0131] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, the character training list screen 180 shown in FIG. 9B is displayed. The character training list screen 180 is provided with a my character tab 181a and a rental tab 181b. Also, a character training list display area is provided below the my character tab 181a and the rental tab 181b. Character training icons 182 are displayed in the character training list display area.
[0132] When the my character tab 181a is selected, as shown in FIG. 9B, the character training icons 182 corresponding to the character trainings owned by the player himself are displayed. Also, although not shown in the figure, when the rental tab 181b is selected, the character training icons 182 corresponding to the representative characters of friends, that is, the character trainings trained by friends, are displayed.
[0133] Also, when the character training icon 182 is tapped, the character training corresponding to the character training icon 182 is in a temporary selection state. Also, when the character training icon 182 is tapped, as shown in FIG. 9C, the inherited character selection screen 170 is displayed. At this time, for example, when the first inherited character selection area 171a is tapped and the character training list screen 180 is displayed, and the character training icon 182 is tapped on the character training list screen 180, an image showing the character training in the temporary selection state is displayed in the first inherited character selection area 171a.
[0134] In this state, for example, when the second inherited character selection area 171b is tapped and the character training list screen 180 is displayed, and the character training icon 182 is tapped on the character training list screen 180, an image showing the character training in the temporary selection state is displayed in the second inherited character selection area 171b as shown in FIG. 9D.
[0135] In addition, information related to the inherited characters used during the cultivation is associated with and stored in the cultivated characters. In the first inherited character selection area 171a, information related to the inherited characters used when cultivating the cultivated characters is displayed.
[0136] Figure 10 is a diagram for explaining the inheritance lineage. In the cultivation game, various effects are brought about, such as the increase in the values of the ability parameters and aptitude parameters of the cultivation target character based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one cultivation target character, and these inherited characters are the cultivated characters generated earlier. Therefore, even when the cultivated character set as the inherited character is generated, two inherited characters are set for the cultivated character.
[0137] As shown in Figure 10, the cultivation target character, which is the target of the main cultivation game starting from now, is regarded as the current generation. Also, for this cultivation target character, the two cultivated characters set as the inherited characters are regarded as the first generation of inheritance. Furthermore, at the start of the cultivation of the cultivated characters in the first generation of inheritance, two cultivated characters are set as the inherited characters. When the cultivated characters in the first generation of inheritance are generated, the two cultivated characters set as the inherited characters are regarded as the second generation of inheritance.
[0138] In this case, as shown in Figure 10, the cultivated characters in the first generation of inheritance and the second generation of inheritance exert effects on the cultivation target character of the current generation. As described above, since two inherited characters (the first generation of inheritance) are set for one cultivation target character, a total of six cultivated characters will bring effects to one cultivation target character.
[0139] For example, one of the two inherited first-generation breeding characters and the two inherited second-generation breeding characters that are the inherited characters of this breeding character constitute the first inheritance group. Similarly, the other of the two inherited first-generation breeding characters and the two inherited second-generation breeding characters that are the inherited characters of this breeding character constitute the second inheritance group.
[0140] As shown in FIG. 9D, in the first inherited character selection area 171a, icons corresponding to one inherited first-generation breeding character constituting the first inheritance group and two inherited second-generation breeding characters are marked. Similarly, in the second inherited character selection area 171b, icons corresponding to one inherited first-generation breeding character constituting the second inheritance group and two inherited second-generation breeding characters are marked.
[0141] FIG. 11 is a diagram for explaining factor information. Although it will be described in detail later, when the breeding game is completed, the breeding target character is registered as a breeding character, and at this time, factor information is linked and stored in the breeding character. Specifically, when the breeding of the breeding character is completed, the factors obtained by the breeding character are determined by lottery or the like. Then, the factor information indicating the determined factors is linked to the breeding character. In other words, at the end of the breeding game, the breeding character can acquire the factors won in the lottery.
[0142] However, the factors acquired by the breeding character do not affect the ability of the breeding character itself. For example, the breeding character can participate in a racing game such as a team competition game. At this time, in the race, a simulation, that is, arithmetic processing, is performed to determine the order of arrival and the race progress based on the ability parameters, suitability parameters, and acquired skills of all the participating breeding characters. Since the factors possessed by the breeding character are not used in the arithmetic processing, even if it has a large number of factors, the race cannot be advanced advantageously.
[0143] The factors possessed by a cultivated character only affect the character to be cultivated when the cultivated character is set as an inherited character. The factors that can be acquired by a cultivated character are classified into multiple types. Figure 11 shows, as factor types, basic ability factors, aptitude factors, race factors, character factors, skill factors, and scenario factors. Each factor is set to one of multiple levels. Here, as the levels of the factors, three factor levels of level 1, level 2, and level 3 are provided.
[0144] Note that the factor level is determined by lottery. At this time, after the factors acquired by the cultivated character are determined, for each of the acquired factors, the factor level may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of a factor and a factor level, and any combination pattern may be determined based on the set winning ratio. In this case, the factors to be acquired and the factor levels will be determined simultaneously.
[0145] The factor level with level 3 being the most effective and level 1 being the least effective. In the lottery for determining the factor level, the winning probability of level 3 is set to be the lowest and the winning probability of level 1 is set to be the highest. However, depending on the result of the cultivation game, the winning probability of the acquired factors and the winning probability of the factor levels may change. In this case, for example, the higher the cultivated character's ability parameters or evaluation points, the higher the level of the factor level that may be determined.
[0146] The basic ability factors are those that increase the value of the ability parameters of the character to be cultivated and the upper limit value of the ability parameters. Five basic ability factors are provided: speed factor, stamina factor, power factor, perseverance factor, and wisdom factor. The cultivated character will definitely acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, stamina, power, perseverance, and wisdom respectively. For example, when a cultivated character of the first or second generation of inheritance has a speed factor, the value and upper limit value of the speed ability parameter of the character to be cultivated will increase.
[0147] Figure 12A is a diagram for explaining the utility by the basic ability factor. The increase value of each ability parameter and the increase value of the upper limit value differ depending on the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the ability parameter of the speed of the character to be trained increases by "7", when it is level 2, the ability parameter increases by "13", and when it is level 3, the ability parameter increases by "21".
[0148] Therefore, if a total of 6 trained characters, 2 inherited first-generation characters and 4 inherited second-generation characters, all have a speed factor of level 3, the ability parameter of the speed of the character to be trained will increase by a maximum of 126 (increase value 21 × 6 characters).
[0149] However, for each factor, an activation timing and activation conditions are set. Therefore, even if the inherited character has a factor, if the activation conditions are not met at the activation timing, no utility will be brought to the character to be trained.
[0150] As described above, the main training game is composed of a plurality of turns, and among them, a predetermined turn is set as the factor activation turn. For example, assume that three turns, the 1st turn, the 31st turn, and the 55th turn of the main training game, are set as the factor activation turns. In this case, the 1st turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, for each factor (inherited character), it is determined whether to activate or not. When it is determined to activate a factor, the activation conditions of the factor are met, and the utility corresponding to the factor is brought.
[0151] Note that whether to activate the basic ability factor is determined by lottery. At this time, the probability of winning the lottery for whether to activate the basic ability factor, that is, the probability of the basic ability factor being activated (hereinafter referred to as the activation probability), may vary in the three factor activation turns. Here, in the first turn, the activation probability of the basic ability factor is set to 100% regardless of the factor level. Also, in the 31st turn and the 55th turn, the activation probability of the basic ability factor varies depending on the factor level. As an example, in the 31st turn and the 55th turn, the activation probability of the basic ability factor at level 3 is 100%, the activation probability of the basic ability factor at level 2 is 90%, and the activation probability of the basic ability factor at level 1 is set to 80%.
[0152] On the inheritance character selection screen 170, the increase value that increases in the first turn is displayed for the ability parameter. For example, in FIG. 9C, one inherited character constituting the first inheritance group is temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the one inherited character being temporarily selected. Here, “+63” is displayed above the power ability parameter, indicating that the power ability parameter increases by 63 points in the first turn. Also, in the ability parameter display section 152a, the value obtained by adding the increase value that increases in the first turn is displayed.
[0153] Also, in FIG. 9D, two inherited characters constituting the first inheritance group and the second inheritance group are temporarily selected. In this case, the type of ability parameter that increases in the first turn and its increase value are displayed by the two inherited characters being temporarily selected. Here, “+21”, “+63”, and “+42” are respectively displayed above the speed, power, and wisdom ability parameters, indicating that the speed, power, and wisdom ability parameters increase by 21 points, 63 points, and 42 points respectively in the first turn.
[0154] In the inheritance character selection screen 170, the increase values of the ability parameters that increase due to the inheritance characters constituting the first inheritance group and the increase values of the ability parameters that increase due to the inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in FIG. 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and wisdom ability parameters are color-coded.
[0155] Also, when the basic ability factor is activated, the upper limit value of the corresponding ability parameter increases. At this time, the increase value of the upper limit value of the ability parameter differs depending on the factor level of the basic ability factor. Also, the increase value of the upper limit value of the ability parameter also differs depending on the activation timing. For example, when the factor level of the speed factor is level 1, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "4", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4".
[0156] Also, when the factor level of the speed factor is level 2, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "9", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4". Also, when the factor level of the speed factor is level 3, at the first activation timing, the upper limit value of the speed ability parameter of the character to be trained increases by "16", and at the second and third activation timings, the upper limit value of the speed ability parameter increases in the range from "1" to "4".
[0157] Note that here, at the first activation timing, the upper limit value of the ability parameter always increases by the increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is conducted to determine whether or not to activate. And when it is determined to activate, a lottery is conducted to determine the increase value of the upper limit value. At this time, the probability of being determined to activate may be set higher as the factor level is higher. Also, the increase value of the upper limit value may be set higher as the factor level is higher.
[0158] In addition, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis or separately for each utility. For example, in the case of determining whether or not to activate one basic ability factor on a factor-by-factor basis, assume that it is determined to activate the basic ability factor. In this case, according to the factor level, the value of the corresponding ability parameter increases, and the upper limit value of the same ability parameter also increases.
[0159] On the other hand, when determining whether or not to activate one basic ability factor for each utility, the determination of whether or not to increase the value of the ability parameter and the determination of whether or not to increase the upper limit value are made by separate lotteries. Therefore, in this case, for example, only one of the value of the ability parameter and the upper limit value of the ability parameter can increase. In any case, in this embodiment, at the first activation timing, the basic ability factor always activates. As a result, with the start of the main training game, the value and the upper limit value of the ability parameter increase according to the factor level.
[0160] And as shown in FIGS. 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value obtained by adding the added value of the upper limit value increased by the basic ability factor. In this way, by displaying the initial upper limit value that takes into account the scenario initial added value and the added value by the basic ability factor, the convenience when selecting an inheritance character is improved.
[0161] The fitness factors shown in Fig. 11 increase the fitness parameters of the character to be trained. Six fitness factors are provided: the turf factor, the dirt factor, the short-distance factor, the mile factor, the middle-distance factor, and the long-distance factor. The character to be trained must acquire one fitness factor out of the six. The six fitness factors respectively correspond to turf fitness, dirt fitness, short-distance fitness, mile fitness, middle-distance fitness, and long-distance fitness. For example, when the character to be trained in the first or second generation of inheritance includes a character having the turf factor, the fitness parameter of the turf fitness of the character to be trained increases.
[0162] In addition, activation timing and activation conditions are also set for the fitness factors. In the same factor activation turn as the basic ability factor, it is determined whether each fitness factor is activated or not. When the activation of the fitness factor is determined, the corresponding fitness parameter increases by one level. As an example, in the first turn, the activation probability of the fitness factor is set to 100% regardless of the factor level.
[0163] For example, assume that the fitness factors of three characters to be trained belonging to the first inheritance group are the turf factor, the short-distance factor, and the mile factor respectively, and the fitness factors of three characters to be trained belonging to the second inheritance group are the turf factor, the short-distance factor, and the middle-distance factor respectively. In this case, the turf fitness and short-distance fitness of the character to be trained increase by two levels respectively, and the mile fitness and middle-distance fitness increase by one level respectively.
[0164] Also, for example, assume that the fitness factors of the three training characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three training characters belonging to the second inheritance group are all short-distance factors. In this case, the turf fitness and short-distance fitness of the training target character increase by three levels respectively. Further, as another example, assume that the fitness factors of the three training characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three training characters belonging to the second inheritance group are a turf factor, a short-distance factor, and a mile factor respectively. In this case, the turf fitness of the training target character increases by four levels, and the short-distance fitness and mile fitness increase by one level respectively.
[0165] However, in the first turn, there is a limit on the increase value of the fitness parameter. Specifically, in the first turn, the upper limit of all fitness parameters is set to A. Therefore, if the initial value of the turf fitness of the training target character is A, even if the inheritance character has a turf factor, the turf fitness will not increase in the first turn.
[0166] On the other hand, in the 31st turn and the 55th turn, for each fitness factor, a lottery is conducted based on the factor level to determine whether it will activate or not. As an example, in the 31st turn and the 55th turn, the activation probability of the fitness factor of level 3 is set to 5%, the activation probability of the fitness factor of level 2 is set to 3%, and the activation probability of the fitness factor of level 1 is set to 1%. When it is determined by lottery that a fitness factor activates in the 31st turn or the 55th turn, the fitness parameter corresponding to the fitness factor increases. Note that in the 31st turn and the 55th turn, the upper limit of each fitness is raised from A to S. Therefore, in the 31st turn and the 55th turn, the value of the fitness parameter can be increased to S by the activation of the fitness factor.
[0167] Note that in the fitness parameter display section 152b of the inheritance character selection screen 170, the value of the fitness parameter after increasing in the first turn is displayed.
[0168] The race factor is something that increases the ability parameters of the character to be trained. The race factor is provided for each race with a high difficulty level such as GI (hereinafter referred to as the factor target race) among the races that can participate in the main training game. At the end of the training game, a lottery is conducted for each factor target race in which the character to be trained came in first place to determine whether or not to obtain the race factor. By winning this lottery, the trained character can obtain the race factor.
[0169] Note that a factor level is also provided for the race factor, and the factor level is determined by lottery for each race factor whose acquisition has been determined. Also, here, there is no upper limit to the number of race factors that a single trained character can obtain, and the trained character can obtain multiple race factors.
[0170] For each race factor, the ability parameter to be increased by activation and the increase value are preset. For example, the race factor includes those that increase the speed ability parameter and those that increase the power ability parameter. At this time, the increase value of the ability parameter increases as the factor level is higher.
[0171] Also, the activation timing and activation conditions are set for the race factor, and in the factor activation turn, it is determined for each race factor whether or not to activate. When the activation of the race factor is determined, the ability parameter corresponding to the race factor increases. Note that the factor activation turn of the race factor is limited to the 31st turn and the 55th turn. Also, the activation probability of the race factor in the factor activation turn varies depending on the factor level, and the higher the factor level, the higher the activation probability.
[0172] A character factor is a factor unique to a character. For example, only when a character strengthened to a predetermined level is used as the character to be trained, the character factor set for the character will definitely be given to the trained character when the training game is completed. Note that since only one character factor is set for one character, the maximum number of character factors that one trained character can obtain is one. Also, when a trained character is generated based on a character that has not been strengthened to the predetermined level, the character factor cannot be obtained.
[0173] In addition, the character factor can be activated in the preset factor activation turn and is activated by winning in the lottery executed in the factor activation turn. When the character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Also, when the character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0174] Figure 12B is a diagram for explaining the effects of the character factor. The increase in the upper limit value of the ability parameter due to the character factor is limited to the second and third activation timings. However, at the first activation timing, the character factor may be activated. When the character factor is activated at the first activation timing, as described above, the character to be trained obtains skill hints, but the upper limit value of the ability parameter does not increase.
[0175] Also, when the character factor is activated at the second or third activation timing, in addition to obtaining skill hints, the upper limit value of the ability parameter increases. Here, regardless of the factor level, within the range from "3" to "6", the upper limit value of the ability parameter increases. Note that the increase value of the upper limit value is determined by lottery, for example. At this time, it may be set such that the higher the factor level, the higher the increase value.
[0176] In addition, in this embodiment, the ability parameter whose upper limit value increases due to the activation of the character factor is preset for each character factor. For example, according to the character factor A, the upper limit value of stamina increases in the range from "3" to "6". According to the character factor B, the upper limit value of speed increases by "1", the upper limit value of determination increases by "2", or the upper limit value of speed increases by "2" and the upper limit value of determination increases by "2". Note that whether the character factor is activated or not may be determined in units of factors, similar to the above basic ability factors, or may be determined separately for each effect.
[0177] The skill factor shown in FIG. 11 is given based on the acquired skills obtained by the training character. Specifically, at the end of the training game, for each acquired skill obtained by the training character, a lottery is conducted to determine whether to acquire the skill factor. By winning this lottery, the skill factor is given to the training character. That is, the training character can acquire some or all of the skill factors corresponding to the acquired skills. Note that when it is determined that the skill factor is acquired, the factor level of the skill factor is determined by lottery.
[0178] In addition, the skill factor can be activated in the preset factor activation turn and is activated by winning the lottery executed in the factor activation turn. At this time, the higher the factor level, the higher the winning probability. When the skill factor is activated, a hint event set for each skill factor occurs, and a skill hint can be obtained. Thereby, the training target character can acquire the same skills as the acquired skills obtained by the inherited character or the like.
[0179] In this way, the acquisition of the skill factor is performed within the range of the acquired skills obtained by the training character. Therefore, the more acquired skills the training character has, the higher the possibility of acquiring the skill factor. However, since the acquisition of the skill factor is determined by lottery, even if there are many acquired skills, it is possible that the skill factor cannot be acquired.
[0180] Here, it is assumed that the training character acquires skill factors separately from the acquired skills. However, without providing skill factors, the skills that the training target character can acquire may be determined based on the acquired skills of the training character as an inherited character.
[0181] Scenario factors are factors specific to a scenario. The acquisition conditions for scenario factors differ for each scenario or for each scenario factor. Here, the scenario factors that can be granted when the scenario selected at the start of the training game is a predetermined scenario will be described. Although details will be described later, here, it is assumed that three scenario factors are associated with a predetermined scenario. These three scenario factors can be activated in a preset factor activation turn and are activated by winning in the activation lottery executed in the factor activation turn.
[0182] When a scenario factor is activated, the ability parameter corresponding to the scenario factor increases. Also, when a scenario factor is activated, the training target character acquires skill points. Note that the activation probability of a scenario factor in the factor activation turn differs depending on the factor level, and the higher the factor level, the higher the activation probability.
[0183] As described above, the ability parameters of the training target character vary greatly depending on the inherited characters compiled in the deck. Also, even if the ability of the training character itself is high, since the acquisition of factors is determined by lottery, an extremely capable training character is not necessarily suitable as an inherited character. On the other hand, even if the ability of the training character itself is not high, it may function effectively as an inherited character by acquiring a large number of factors with high factor levels. In this way, by making it possible to compile inherited characters in the deck, not only can one simply train a powerful training character, but also an interest such as training a training character that is effective as an inherited character is brought about.
[0184] Furthermore, in the present embodiment, compatibility is determined among the character to be trained, the trained characters of the first inherited generation, and the trained characters of the second inherited generation. Then, in the case of a combination of characters with good compatibility, the activation conditions of the factors become advantageous.
[0185] FIG. 13A is a diagram for explaining the objects of compatibility determination, and FIG. 13B is a diagram for explaining the items of compatibility determination. As shown in FIG. 13A, in the present embodiment, seven objects of determination from No. 1 to No. 7 are provided. The first object of determination (No. 1) is the character to be trained in the current generation and the trained characters of the first inherited generation in the first inheritance group. The second object of determination (No. 2) is the character to be trained in the current generation and the trained characters of the first inherited generation in the second inheritance group.
[0186] The third object of determination (No. 3) is the trained characters of the first inherited generation in the first inheritance group and the trained characters of the first inherited generation in the second inheritance group. The fourth object of determination (No. 4) is the character to be trained in the current generation, the trained characters of the first inherited generation in the first inheritance group, and one of the trained characters of the second inherited generation (trained character A) in the first inheritance group. The fifth object of determination (No. 5) is the character to be trained in the current generation, the trained characters of the first inherited generation in the first inheritance group, and the other of the trained characters of the second inherited generation (trained character B) in the first inheritance group.
[0187] The sixth object of determination (No. 6) is the character to be trained in the current generation, the trained characters of the first inherited generation in the second inheritance group, and one of the trained characters of the second inherited generation (trained character A) in the second inheritance group. The seventh object of determination (No. 7) is the character to be trained in the current generation, the trained characters of the first inherited generation in the second inheritance group, and the other of the trained characters of the second inherited generation (trained character B) in the second inheritance group.
[0188] For each of the above-described determination targets, it is determined whether or not the conditions are satisfied for each of a plurality of determination items. FIG. 13B shows an example of the determination items. In the present embodiment, as the game's worldview, the characters selectable for the character to be trained are students, and settings are made such that each character conducts training at school.
[0189] And for each character, as shown in FIG. 13B, settings such as grade, colleagues, and friends are made in advance. The determination items include, for example, whether two or three characters to be determined are in the same grade, are colleagues, or are friends. Further, the determination items include whether or not the characteristics, distance suitability, and field suitability that the character to be determined is good at match.
[0190] And for each determination item, a compatibility expected value is associated, and the compatibility expected values of the determination items that are satisfied between the characters to be determined are accumulated. Here, the compatibility expected values differ depending on the determination items, but the compatibility expected values may be common to all determination items.
[0191] For example, when determining compatibility, first, for all determination items, it is determined whether or not the conditions are satisfied between the current character to be trained, which is the first determination target, and the first-generation trained character of the first inheritance group of the first inheritance group. At this time, the compatibility expected values associated with the satisfied determination items are accumulated and counted. In this way, the counting of the compatibility expected values is performed in order from the first determination target to the seventh determination target, and based on the finally calculated compatibility expected value, the activation probability of the factor is corrected. That is, the higher the compatibility expected value, the higher the activation probability of all factors, and the lower the compatibility expected value, the lower the activation probability of all factors.
[0192] Note that the activation probability may be calculated using the calculated compatibility expected value as a correction value. Further, for example, a correction value for correcting the activation probability of the factor is set for each compatibility level, and the compatibility level may be determined based on the calculated compatibility expected value.
[0193] As described above, since the activation probability of factors varies depending on the compatibility between the character to be trained and the inherited characters, or the compatibility between the inherited characters, the combination of two inherited characters will have a significant impact on the training of the character to be trained. That is, the compatibility between characters becomes an important criterion for selecting inherited characters.
[0194] As shown in FIGS. 9B, 9C, and 9D, when an inherited character is selected, a compatibility mark indicating the degree of compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the training character list screen 180. Here, the compatibility level by the character being selected is indicated by three compatibility marks: ◎, 〇, and △. As shown in FIG. 9A, when no inherited character is selected, the compatibility mark is not displayed.
[0195] Also, as shown in FIG. 9B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. The player can set the sorting or perform filtering of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters, on the display condition setting screen.
[0196] <Registration of Support Cards> FIG. 14A is a first diagram for explaining the support card compilation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card compilation screen 190 shown in FIG. 14A is displayed. A support card display area 191 is provided in the central part of the support card compilation screen 190. The support card display area 191 includes a plurality of support card display frames 192. Also, a return operation part 153 and a start operation part 193 are displayed at the lower part of the support card compilation screen 190.
[0197] In the support card display area 191, a plurality (here, six) of support card display frames 192 are displayed. The number of support card display frames 192 displayed is the same as the number of support cards that can be set by the player. At the beginning of the display of the support card editing screen 190, the support card display frames 192 are displayed as empty.
[0198] In this embodiment, the player can set six types of support cards in the deck. Among the six types of support cards that can be set by the player, some (for example, five types) can be selected from among the support cards held by the player. Also, among the six types of support cards that can be set by the player, some other part (for example, one type) can be selected from among the support cards set as rental cards by other players such as friends.
[0199] FIG. 14B is a diagram for explaining the support card selection screen 200. In the support card editing screen 190 of FIG. 14A, when a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped, the support card selection screen 200 shown in FIG. 14B is displayed on the display 26. In the support card selection screen 200, card icons 201 corresponding to the support cards held by the player are listed and displayed. By tapping the card icon 201 displayed in the support card selection screen 200, the player can select a support card.
[0200] Although not shown, in the support card editing screen 190, when the support card display frame 192 displayed in the lower right is tapped, the support cards set as rental cards by a friend or a player extracted based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. By tapping the support card displayed on the support card selection screen 200 at this time, the player can select one support card of a friend. In this way, in the breeding game, the player can use the support cards held by other players.
[0201] As described above, one character ID is always associated with the support card. Also, one character ID is always associated with the character card. Note that a unique character card ID is associated with each character card. Also, a unique support card ID is associated with each support card. The character card ID and the support card ID are identification information provided separately from the character ID and are for identifying the type of card. In the preparation stage process, after the player selects a character card (character card ID), that is, the character to be trained, the player needs to select a support card (support card ID). In this embodiment, no duplication of the character IDs associated with the character card and the support card is allowed. Therefore, the player must select six support cards associated with different character IDs.
[0202] Also, the player must select a support card associated with a character ID different from the character ID associated with the previously selected character card. Therefore, on the support card selection screen 200, the support card associated with the same character ID as the previously selected character card is identified and displayed. Examples of the identification display of the support card include, for example, grayed-out display or superimposed display of an icon indicating that selection is impossible.
[0203] Figure 15A is a diagram for explaining the support card table. As shown in Figure 15A, in the support card table, for each type of support card (i.e., support card ID) held by the player, the type of support character (i.e., character ID), rarity, level, and favorite training are stored. The support character corresponds one-to-one with the type of support card. That is, a character ID of 1 is always associated with the support card ID. In other words, one support character is always associated with one support card.
[0204] In this embodiment, rarity is set for each support card. Three levels of rarity are provided: R (rare), SR (super rare), and SSR (super special rare). Note that R has the lowest rarity and SSR has the highest rarity. In this embodiment, the higher the rarity of the support card, the higher the support effect, which will be described later. Also, in this embodiment, the higher the rarity of the support card, the larger the number of possession skills and support events, which will be described later.
[0205] The level of the support card is provided in 50 levels from level 1 to level 50. The level of the support card can be increased by the player, and the level increased by the player is stored for each support card. Note that the level of the support card can be increased by using in-game currency, items, etc. Note that the upper limit of the support card level is set according to the rarity.
[0206] For example, the support card with rarity R has a level 20 as the upper limit, the support card with rarity SR has a level 25 as the upper limit, and the support card with rarity SSR has a level 30 as the upper limit.
[0207] Note that the upper limit of the level can be increased step by step when a predetermined condition is satisfied. For example, a support card with a rarity of R can have its upper limit increased up to level 40 at most, a support card with a rarity of SR can have its upper limit increased up to level 45 at most, and a support card with a rarity of SSR can have its upper limit increased up to level 50 at most.
[0208] FIG. 15B is a diagram for explaining the support effect. As shown in FIG. 15B, a plurality of support effects are stored in each support card. The support effect is to increase various statuses in the breeding main game. A plurality of targets of the support effect are provided in the support card. Examples of the targets of the support effect include physical strength, speed, stamina, power, determination, wisdom, etc.
[0209] FIG. 15C is a diagram for explaining the possessed skills. As shown in FIG. 15C, a plurality of possessed skills are set in each support card. In this embodiment, possessed skills are also associated with the support card as if each character possesses possessed skills. The possessed skills set for each support card can be acquired by the breeding target character selected by the player when a hint event (more specifically, the second hint event described later) occurs during the breeding main game.
[0210] FIG. 15D is a diagram for explaining the support event. As shown in FIG. 15D, a plurality of support events are associated with each support card. The support event is an event that may occur during the execution of the breeding main game. When the support event occurs, the values of various statuses in the breeding main game may increase or decrease.
[0211] For example, support events generated according to the number of turns may be determined, or support events generated by a predetermined lottery may be determined. Also, multiple support events may be selected in one turn. In any case, the support events to occur may be determined according to a predetermined determination method set in advance.
[0212] Note that support events include hint events and ability events. Also, hint events may include a first hint event that can occur at the start of a turn of a training game, and a second hint event that can occur after execution of training described later in the training game. Also, ability events may include a first ability event that can occur at the start of a turn of a training game, and a second ability event that can occur after execution of training in the training game.
[0213] The first hint event is associated with multiple support cards. Also, one skill different from the possessed skills is associated with the first hint event. When the first hint event occurs, the training target character acquires a hint of the skill associated with the first hint event.
[0214] The second hint event is an event that enables the training target character to acquire the possessed skill associated with the support card. Specifically, the possessed skill associated with the training target character becomes a state in which it can be acquired by the training target character from the start of the main training game. On the other hand, the possessed skill associated with the support card is in a state where it cannot be acquired by the training target character at the start of the main training game. Then, during the main training game, when the second hint event occurs, the possessed skill is changed from a state where it cannot be acquired by the training target character to a state where it can be acquired.
[0215] When the second hint event occurs, it is randomly determined which skill hint corresponding to any of the possessed skills associated with the support card will be generated. In other words, in the second hint event, it is determined which of the possessed skills associated with the support card will be changed from an unobtainable state to an obtainable state. Due to the occurrence of the second hint event, any of the possessed skills associated with the support card is changed from an unobtainable state to an obtainable state.
[0216] As will be described in detail later, the character to be trained can acquire the possessed skills that have become obtainable due to the occurrence of the second hint event by consuming skill points. In this way, for the possessed skills that the character to be trained has already acquired, they are excluded from the lottery target when the second hint event occurs. That is, no skill hint corresponding to the already acquired possessed skills will be obtained by the second hint event.
[0217] On the other hand, during the main training game, the second hint event can occur multiple times. At this time, multiple skill hints for the same possessed skill can be obtained. The more skill hints are obtained for one possessed skill, the more the skill points required to acquire the possessed skill are discounted. However, an upper limit is set for the discount rate of skill points. For the possessed skills whose discount rate has reached the upper limit, they are also excluded from the lottery target when the second hint event occurs. That is, no skill hint corresponding to the possessed skills whose discount rate has reached the upper limit will be obtained by the second hint event.
[0218] As described above, for the second hint event, a plurality of skill hints corresponding to each of the plurality of possessed skills are associated. On the other hand, as described above, for the first hint event, one skill different from the possessed skills is associated. However, for example, a plurality of second hint events may be associated with one support card. In this case, a skill hint corresponding to one possessed skill may be associated with each second hint event. And during the training main game, the second hint event to be generated is determined, and the possessed skill associated with the determined second hint event may be changed from an unobtainable state to an obtainable state.
[0219] As described above, a plurality of possessed skills and one second hint event corresponding to the plurality of possessed skills are associated with the support card. During the training main game, it is determined whether or not the support event associated with the support card occurs. And when a second hint event occurs among the support events, any possessed skill associated with the support card becomes obtainable. In this way, at least a hint event for changing the possessed skill associated with the support card to an obtainable state is associated with the support card.
[0220] Also, the first ability event and the second ability event are events that increase or decrease the numerical value of the character's ability parameter. Hereinafter, the first hint event and the first ability event are collectively referred to as the first event, and the second hint event and the second ability event are collectively referred to as the second event.
[0221] FIG. 14C is a second diagram for explaining the support card compilation screen 190. In the present embodiment, when all six support cards are selected, as shown in FIG. 14C, the start operation unit 193 becomes operable. On the other hand, when not all six support cards are selected, as shown in FIG. 14A, the start operation unit 193 is inoperable.
[0222] When the return operation unit 153 is operated on the support card editing screen 190, the inheritance character selection screen 170 shown in FIG. 9D is displayed on the display 26. Also, as shown in FIG. 14C, when the start operation unit 193 is tapped on the support card editing screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 shown in FIG. 16A is displayed.
[0223] FIG. 16A is a diagram for explaining the final confirmation screen 205. FIG. 16B is a diagram for explaining the preset selection screen 205A. On the final confirmation screen 205, the training target character selected by the player, the training characters constituting the first inheritance group, the training characters constituting the second inheritance group, and the support card are displayed. Also, on the final confirmation screen 205, a preset display section 205a is displayed. The preset display section 205a shows the number of the currently selected preset.
[0224] Here, a preset is reservation information for a race in which the training target character is made to participate in the main training game. The player can create a preset by selecting an arbitrary race from all the races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display section 205a is tapped, the preset selection screen 205A shown in FIG. 16B is displayed.
[0225] On the preset selection screen 205A, a preset reading button 206a corresponding to the saved preset is displayed. After the player taps one of the preset reading buttons 206a and then taps the select operation unit 206c, the preset can be set. Note that when the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, when the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0226] In addition, on the final confirmation screen 205, when the cancel operation unit 205c is tapped, the support card editing screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.
[0227] <Registration of Specific Characters> As shown in FIG. 4, when a scenario, a character to be trained, an inherited character, and a support card are registered, next, a specific character is registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.
[0228] As described above, when the character to be trained, the inherited character, the support character (support card), and the specific character are stored, the preparation stage process ends.
[0229] <Training Stage Process> When the preparation stage process ends, the training stage process starts. Through the training stage process, a main training game in which the character to be trained can be trained progresses. Hereinafter, for the sake of easy understanding, first, the basic flow of the main training game will be described.
[0230] FIG. 17 is a diagram for explaining the commands in each turn. As shown in FIG. 17, the main training game is composed of the 1st turn to the 78th turn. The main training game has a story such as the passage of months and days as the turn progresses. Here, it is set that one month progresses in 2 turns, and the date of half a month is set for each turn. Specifically, the first half of January is assigned to the 1st turn, and the second half of January is assigned to the 2nd turn. Also, the first half of February is assigned to the 3rd turn, and the second half of February is assigned to the 4th turn. In this way, the first half or the second half of each month of the first year is assigned to the 1st turn to the 24th turn.
[0231] Similarly, from the 25th turn to the 48th turn, the first or second half of each month in the second year is assigned, and from the 49th turn to the 72nd turn, the first or second half of each month in the third year is assigned. The period from the 1st turn to the 24th turn is called the junior class, the period from the 25th turn to the 48th turn is called the classic class, and the period from the 49th turn to the 72nd turn is called the senior class. Note that from the 73rd turn to the 78th turn, no date is assigned, and this period is called the final class. Also, the 37th turn to the 40th turn, and the 61st turn to the 64th turn are called the training camp periods, and the periods other than the training camp periods are called the normal periods. The training camp period is a period in which the ability parameters of the character to be trained are more likely to increase than in the normal period.
[0232] The player can select a command in each turn. A plurality of commands that the player can select are provided. Each command specifies the action of the character to be trained. That is, by selecting a command, the player can select the action to be executed by the character to be trained.
[0233] The commands that the player can select are roughly classified into main commands and sub-commands. The main command is a command to end the current turn. The sub-command is a command that does not end the current turn. Figure 17 shows the main commands. Although it will be described in detail later, here, as the main commands, a "rest command", a "school infirmary command", a "going out command", a "training command", and a "race command" are provided.
[0234] Note that the training commands are provided for each type of training. Here, since 15 types of training are provided, 15 training commands are provided. Below, the training commands for each training type are also referred to as item-specific commands. Note that the training commands and item-specific commands may also refer to the operation parts that can be operated by the player or the commands for computer processing. Also, although it will be described in detail later, the training types indicate the content of the training. Since item-specific commands are provided for each training type, the training types can also be said to be synonymous with the training commands and item-specific commands.
[0235] Also, the race command is a command to make the character to be trained participate in a race. The races in which the character to be trained can participate are set for each turn. Therefore, multiple types of races are provided, and the race commands are provided according to the types of races.
[0236] In FIG. 17, 〇 indicates that the corresponding command can be selected in each turn. Also, △ indicates that the corresponding command can be selected under a predetermined condition in each turn. Also, × indicates that the corresponding command cannot be selected in each turn.
[0237] For example, from the 1st turn to the 12th turn, main commands other than the race command can be selected. Also, for example, from the 13th turn to the 72nd turn, all main commands can be selected. However, for the character to be trained, a turn with a set goal (hereinafter referred to as the goal turn) is provided for each. In the goal turn, a race type (hereinafter referred to as the goal race) for making the character to be trained participate may be set. The player must definitely make the character to be trained participate in the goal race in the goal turn when the goal race is set. Therefore, in the goal turn when the goal race is set, all main commands other than the goal race cannot be selected.
[0238] Here, it is assumed that the target turn and the target race are different for each character to be trained. However, the same target turn and target race may be set for all characters to be trained. In addition, clear conditions are set for the target race. By achieving the clear conditions, the player can continue the main training game. On the other hand, if the clear conditions are not achieved, the main training game ends at that turn, that is, the character retires.
[0239] Note that the target turn and the target race are not essential. It is also possible that neither the target turn nor the target race is set for all characters to be trained. Alternatively, there may be a mixture of characters to be trained for which the target turn and the target race are set and characters for which they are not set.
[0240] In addition, for the target turn, targets other than the target race, that is, clear conditions, may be set. For example, winning one or more races by the target turn, or setting a predetermined parameter to be equal to or greater than a predetermined value, etc. are set as the target (clear condition). Also in this case, if the clear condition is achieved at the end of the target turn, the main training game can be continued, and if the clear condition is not achieved, the character retires.
[0241] Note that the 74th turn, the 76th turn, and the 78th turn are set as the target turns for all characters to be trained. However, different target races are set for these target turns for each character to be trained.
[0242] In addition, in this embodiment, a tournament is held after a predetermined turn. Here, tournaments are held after the end of the 24th turn, the 36th turn, the 48th turn, the 60th turn, and the 72nd turn, respectively. Details of the tournament will be described later.
[0243] FIG. 18 is a diagram for explaining the top screen 210. When the training stage process is entered, the top screen 210 shown in FIG. 18 is displayed on the display 26. At the upper part of the top screen 210, a physical strength display section 211 and a motivation display section 212 are displayed. The character to be trained is provided with a parameter of "physical strength". The parameter of "physical strength" is mainly used for calculating the failure rate, which is the probability of failure in the training described later. Also, "physical strength" is mainly consumed by the execution of some trainings, participation in races, and the occurrence of some events. The physical strength display section 211 is displayed so that the remaining amount of "physical strength" of the current character to be trained can be visually grasped with respect to the upper limit value of "physical strength".
[0244] In addition, the character to be trained is provided with a parameter of "motivation". The motivation display section 212 is displayed so that the "motivation" of the current character to be trained can be visually grasped in a plurality of stages (five stages: extremely poor condition, poor condition, normal condition, good condition, extremely good condition). The higher the parameter of "motivation", the more advantageous the race development of the character to be trained becomes, and also the greater the increase value of the ability parameter by training.
[0245] Also, as shown in FIG. 18, at the central part of the top screen 210, an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed. In the status display section 213, the status of the current character to be trained is shown by numerical values and alphabets indicating ranks separated for each numerical value. Specifically, in this embodiment, the numerical values and ranks of each ability parameter of speed, stamina, power, determination, and wisdom are displayed. Also, in the skill point display section 214, the skill points possessed by the character to be trained are shown numerically. The player can consume skill points to have the character to be trained acquire skills.
[0246] Also, as shown in FIG. 18, at the lower part of the top screen 210, a rest command 215a, a training command 215b, a going-out command 215c, a school infirmary command 215d, and a race command 215e are displayed. These five commands are the main commands described above and function as an operation unit that accepts the player's operations. Also, at the lower part of the top screen 210, a skill command 216a and a consultation command 216b are displayed. These two commands are the subcommands described above and function as an operation unit that accepts the player's operations.
[0247] By operating the rest command 215a, the player can cause the character to be trained to execute the "rest" action. When the rest command 215a is selected, mainly the physical strength of the character to be trained is restored.
[0248] Also, by operating the training command 215b, the player can select the training item to be executed by the character to be trained. The selection of the training item will be described later.
[0249] Also, by operating the going-out command 215c, the player can cause the character to be trained to execute the "going out" action. When the going-out command 215c is selected, mainly the motivation or physical strength of the character to be trained increases.
[0250] Also, by operating the school infirmary command 215d, the player can cause the character to be trained to execute the "school infirmary" action. Although detailed description is omitted, during the main breeding game, there may be a state in which a debuff effect that is disadvantageous to the breeding of the character to be trained is applied. When the school infirmary command 215d is selected, mainly the debuff effect applied to the character to be trained is canceled. Note that the school infirmary command 215d can only be selected when the debuff effect is applied. That is, when the debuff effect is not applied, the player cannot select the school infirmary command 215d.
[0251] Also, the player can select the race type for the character to participate in by operating the race command 215e.
[0252] When the character to be trained selects and executes any of the main commands, various parameters associated with the character to be trained are updated, and the current turn ends. As described above, in this embodiment, a target turn is provided for each character to be trained. In the target turn when the target race is set, the rest command 215a, the training command 215b, the going-out command 215c, and the school infirmary command 215d cannot be selected. In the target turn when the target race is set, the rest command 215a, the training command 215b, the going-out command 215c, and the school infirmary command 215d are grayed out and displayed, and the player's operation is not accepted. Therefore, in the target turn when the target race is set, the player must operate the race command 215e to make the character to be trained participate in the target race.
[0253] Also, although it will be described in detail later, the skill command 216a and the consultation command 216b can always be selected in all turns. Even if the skill command 216a and the consultation command 216b are selected, the turn does not end. Therefore, after the player selects the skill command 216a and the consultation command 216b, the player can further select any of the above main commands. Note that the consultation command 216b may not be selectable, for example, in the target turn when the target race is set.
[0254] FIG. 19 is a diagram for explaining the training screen 220. When the training command 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. The training screen 220 is a screen on which the training items to be executed by the character to be trained can be selected. On the training screen 220, similar to the top screen 210, a physical strength display section 211, a motivation display section 212, a status display section 213, and a skill point display section 214 are displayed.
[0255] Also, five item-specific commands 221 are displayed at the lower part of the training screen 220. Here, the five item-specific commands 221 displayed on the training screen 220 are referred to as the first item-specific command 221a, the second item-specific command 221b, the third item-specific command 221c, the fourth item-specific command 221d, and the fifth item-specific command 221e in order from the left. One of the 15 types of training items is associated with each item-specific command 221.
[0256] When the player operates any of the item-specific commands 221, the operated item-specific command 221 is in a provisional selection state. In other words, the training item associated with the operated item-specific command 221 is in a provisional selection state. At this time, the item-specific command 221 in the provisional selection state is highlighted. FIG. 19 shows a state where the first item-specific command 221a is provisionally selected. When an operation input is made again to the item-specific command 221 in the provisional selection state, the item-specific command 221 in the provisional selection state, that is, the training in the provisional selection state is executed.
[0257] FIG. 20 is a diagram for explaining the training items. As described above, in the present embodiment, 15 types of training items are provided. Here, training items such as "volleyball", "water polo", "basketball", "soccer", "softball", "karate", "wrestling", "sumo", "judo", "fencing", "running broad jump", "climbing", "hammer throw", "diving", and "archery" are provided. That is, the main cultivation game of the present embodiment has a story in which the character to be cultivated executes training for 15 types of competitions. Hereinafter, the "training item" can be replaced with the "competition".
[0258] These 15 training items are classified into any of the three sports genres as shown in FIG. 20. Here, as sports genres, "ball games", "martial arts", and "variety" are provided. The five training items of "volleyball", "water polo", "basketball", "soccer", and "softball" are classified into the sports genre "ball games". Also, the five training items of "karate", "wrestling", "sumo", "judo", and "fencing" are classified into the sports genre "martial arts". Also, the five training items of "running broad jump", "climbing", "hammer throw", "diving", and "archery" are classified into the sports genre "variety".
[0259] In this way, the item-specific command 221 that designates the actions of the character to be trained and is selectable by the player as a selectable command is classified into a plurality of types, that is, any of a plurality of sports genres.
[0260] Also, main parameters are set for each training item. The main parameter is the ability parameter that mainly increases among the ability parameters that increase when the training is successful. In the present embodiment, when the training is successful, two or more of the five ability parameters increase. For each training item, the type of ability parameter that increases when the training is successful and the basic training increase value for each type are set in advance.
[0261] FIG. 21 is a diagram for explaining an example of the basic training increase value. The basic training increase value is the basic value for calculating the increase value of the ability parameter that increases when the training is successful. As shown in FIG. 21, for each training item, two or three ability parameters that increase when the training is successful are set, and basic training increase values are set for these ability parameters respectively. Although it will be described in detail later, when the training is successful, the increase value is calculated for each ability parameter based on the increase value calculation formula. In this increase value calculation formula, addition or multiplication is performed on the basic training increase value.
[0262] The main parameter is the ability parameter for which the largest value among the basic training increase values set for each training item is set. For example, the basic training increase values set for volleyball are speed "10" and power "3". Therefore, the main parameter for volleyball is speed. Also, for example, the basic training increase values set for judo are speed "2", determination "10", and wisdom "1". Therefore, the main parameter for judo is determination.
[0263] In this way, each training item is classified into one of three competition genres, and one of the five ability parameters is set as the main parameter. That is to say, each training item can be said to be classified into one of three competition genres and also into one of the five main parameters.
[0264] Also, as shown in FIG. 21, for each training item, an increase value of skill points given at the time of successful training is set. Also, for each training item, a value of physical strength consumed at the time of successful training is set.
[0265] As shown in FIG. 19, in one turn, there are five item-specific commands 221 that a player can select. At the start of a turn when training can be executed, the five item-specific commands 221 that a player can select are determined by lottery. In other words, at the start of a turn when training can be executed, the training items associated with the five item-specific commands 221 that a player can select are determined by lottery. Here, for each of the five main parameters, one training item is determined.
[0266] Specifically, as shown in FIG. 20, the training items with speed as the main parameter are three: volleyball, karate, and running broad jump. Therefore, any one of the three training items of volleyball, karate, and running broad jump with speed as the main parameter is determined by lottery as a training item that a player can select. Similarly, for the training items with stamina, power, perseverance, and wisdom as the main parameter, any one of the three training items is determined by lottery respectively.
[0267] In this way, at the start of a turn when training can be executed, for each main parameter, one training item classified into one of the three competitive genres is determined by lottery. In the lottery for determining the training items that a player can select, the winning probabilities of the three training items are equal. However, the winning probabilities of each of the three training items may be different in all turns or may be different for each turn.
[0268] In any case, training items corresponding to each ability parameter may be provided, and the ability parameter corresponding to the selected training item may be updated.
[0269] And, as shown in FIG. 19, the item-specific commands 221 are displayed for each main parameter. Here, the first item-specific command 221a corresponds to the training item with speed as the main parameter. Similarly, the second item-specific command 221b, the third item-specific command 221c, the fourth item-specific command 221d, and the fifth item-specific command 221e correspond to the training items with stamina, power, perseverance, and wisdom as the main parameter respectively.
[0270] Although illustration is omitted, the item-specific command 221 is marked with a pattern capable of identifying the training item. In other words, different patterns are marked for each training item in the item-specific command 221, and the player can grasp the training item by the item-specific command 221. At this time, the item-specific command 221 is color-coded according to the competition genre in which each training item is classified.
[0271] For example, the item-specific command 221 for a training item classified as a ball game in the competition genre is displayed in blue (shown by hatching with a large interval in the figure). Also, the item-specific command 221 for a training item classified as a combat sport in the competition genre is displayed in red (shown by hatching with a small interval in the figure). Also, the item-specific command 221 for a training item classified as a variety in the competition genre is displayed in yellow (shown by cross-hatching in the figure). Therefore, the player can identify the competition genre in which the training item is classified simultaneously with the training item by the item-specific command 221.
[0272] Also, on the status display section 213, the increase value of the ability parameter when the training associated with the item-specific command 221 in the temporarily selected state is successful is displayed. In the example shown in FIG. 19, the first item-specific command 221a is temporarily selected, and in the speed column of the status display section 213, it is displayed as "+8", in the stamina column as "+2", in the power column as "+1", and in the wisdom column as "+2". Also, on the skill point display section 214, the increase value of the skill point when the training associated with the item-specific command 221 in the temporarily selected state is successful is displayed. In the example shown in FIG. 19, it is displayed as "+10" near the skill point display section 214.
[0273] Note that when the item-specific command 221 in the temporarily selected state is changed, the increase value of the ability parameter displayed on the status display section 213 and the increase value of the skill point displayed near the skill point display section 214 are changed.
[0274] Also, in a turn when training can be executed, a character is associated with each training item. Hereinafter, the association of a character with a training item is referred to as the placement of the character. The characters placed in the training items are the above-mentioned support characters, specific characters, and further story characters set separately from these. In a turn when training can be executed, for each character that can be placed in the training, whether or not it is placed in a training item and the training item to be placed are determined by lottery.
[0275] FIG. 22 is a diagram for explaining the placement ratio for training items. In the server 1000, a placement determination table is stored, and based on the placement determination table, the training item in which the character is placed is determined. In the present embodiment, for each character to be processed, whether or not the character is placed in any training item is determined, and if it is placed in a training item, the training item is determined. Here, all support characters, specific characters, and story characters are included in the characters to be processed. The lottery for determining the training item in which the character is placed is performed by sequentially changing the characters to be processed.
[0276] Also, in the present embodiment, the placement ratio of the training item in which the character is placed is associated with five main parameters. For example, it is assumed that the main parameter of speed is determined based on the placement determination table for the character to be processed. In this case, the character is placed in the training item determined as selectable by the player in the previously executed lottery among the three training items whose main parameter is speed. In this way, the training item in which the character to be processed is placed is indirectly determined by the determination of the main parameter.
[0277] Here, after the training items that can be selected by the player are determined, whether a character is placed in each training item is determined. However, after whether a character is placed in each training item is determined, the training items that can be selected by the player may be determined.
[0278] The placement determination table is provided for each character identification information. In each placement determination table, five main parameters and the case where no character is placed in any training ( "none" in the figure) are determined. Specifically, when the character to be processed is a support character and also a specific character, the probability that no character is placed in any training is 10%, and the main parameters of speed, stamina, power, determination, and wisdom are determined with a probability of 18% each.
[0279] Also, when the character to be processed is not a support character but a specific character, the probability that no character is placed in any training is 20%, and the main parameters of speed, stamina, power, determination, and wisdom are determined with a probability of 16% each.
[0280] Also, when the character to be processed is a support character but not a specific character, the probability that no character is placed in any training is 30%, and the main parameters of speed, stamina, power, determination, and wisdom are determined with a probability of 14% each.
[0281] Also, when the character to be processed is neither a support character nor a specific character, the probability that no character is placed in any training is 50%, and the main parameters of speed, stamina, power, determination, and wisdom are determined with a probability of 10% each.
[0282] As described above, favorite trainings are set for the support cards (support characters). When the character to be processed is a support character, the winning ratio is changed so that the selection probability of the favorite training set on the support card becomes high based on the placement determination table. Further, for example, an effect such as an increased placement probability for a predetermined training item may be associated with some or all of the support cards (support characters). For the support characters associated with such an effect, the winning ratio is changed so that the placement probability for the predetermined training item becomes high.
[0283] Note that an upper limit is set for the number of characters that can be placed in each training item. Here, "5" is set as the upper limit number of characters for all training items. Therefore, the maximum number of characters placed in one training item is "5".
[0284] Also, as described above, the determination of whether each character is placed in a training item is determined for each character. At this time, the order of the characters extracted as the processing target is arbitrary. And, for example, when the placement of the upper limit number of characters has already been determined in the training item (main parameter) where the placement of the character has been determined, it may be determined that the character is not placed in any training item. Alternatively, for the training item where the placement of the upper limit number of characters has already been determined, it may be excluded from the lottery target, and the winning probability of other training items may be changed. However, the upper limit number of characters placed in one training item is not essential, and the characters may be placed in the training item according to the lottery result.
[0285] In addition, the method for determining the training items where the characters are placed is not particularly limited. For example, as described above, for each main parameter, five training items that can be selected by the player are determined by lottery. Then, for each of the training items that can be selected by the player, the presence or absence of the placement of the character to be processed may be determined. In this case, the probability of placing the character may vary depending on the training items that can be selected by the player.
[0286] As described above, when the character is determined, the character is associated with each training item or main parameter. Then, the arrangement information in which the training item and the character are associated is stored in the player terminal 1 and the server 1000.
[0287] As shown in FIG. 19, at the upper right part of the training screen 220, an arrangement character icon 222 corresponding to the character placed in the training item being temporarily selected (hereinafter referred to as the arrangement character) is displayed. For example, in the temporarily selected state of the first item command 221a, the arrangement character icon 222 corresponding to the character placed in the training item whose main parameter is speed is displayed. Here, the case where two characters are selected for the main parameter of speed by lottery with reference to the above arrangement determination table is shown.
[0288] And if the training is successful, a second hint event associated with the placed character (more precisely, the support card associated with the placed character) may occur. In this case, an event notification display 223 is displayed on the corresponding placed character icon 222. Specifically, assume that a support character is placed in the event-specific command 221 as a placed character. At this time, assume that it is determined to generate a second hint event for the support card associated with the support character placed as the placed character. In this case, the event notification display 223 is displayed on the placed character icon 222 corresponding to the support card for which the second hint event occurs. With the event notification display 223, the player can select the event-specific command 221 for which the second hint event occurs.
[0289] Also, when the training associated with the placed character is successful, the increase value of the ability parameter is larger than when the training is successful without any placed characters. Hereinafter, training in which at least one character is placed is called joint training.
[0290] Also, a bond gauge 222a is displayed below the placed character icon 222. The bond gauge 222a visually displays the bond parameter associated with the placed character. When the joint training associated with the placed character is successful, the bond parameter of the placed character increases. The higher the value of the bond parameter, the larger the increase value of the ability parameter of the training target character at the time of successful training. Note that the value of the bond parameter can also increase due to the occurrence of a predetermined event.
[0291] In addition, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training available state is set for the training item. When a training item with a friendship training available state set is selected and the training is successful, friendship training occurs. In other words, when successful in training in a state where friendship training is available, normal joint training is upgraded to friendship training. In friendship training, the increase value of the ability parameter of the character to be trained is larger than that in normal joint training.
[0292] Note that one of the five main parameters of speed, stamina, power, determination, and wisdom is associated as a favorite training with a support card (support character). Here, it is set as a condition for setting the friendship training available state that the support character is placed in the training item of the main parameter (associated as the favorite training) and the bond parameter of the support character is equal to or greater than a predetermined value.
[0293] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the training item of the main parameter (associated as the favorite training) of the support character, a friendship training available state is set for the training item of this main parameter. When a training item with a friendship training available state set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.
[0294] Although illustration is omitted, an effect is superimposed on the arrangement character icon 222 corresponding to the arrangement character in which the friendship training generable state is set. This enables the player to identify which arrangement character causes the friendship training. Also, when the friendship training generable state is set for any training item, an effect is also superimposed on the training command 215b on the top screen 210. Therefore, the player can also grasp that the friendship training generable state is set on the top screen 210.
[0295] Note that the support card (support character) may include a support card (support character) to which a favorite training is not associated. For a support card (support character) to which a favorite training is not associated, the friendship training generable state may be set on the condition that the bond parameter of the support character is equal to or greater than a predetermined value regardless of the training item to be arranged. Alternatively, for a support card (support character) to which a favorite training is not associated, the friendship training generable state may not be set.
[0296] As described above, in the present embodiment, the condition for setting the friendship training generable state is provided that the bond parameter of the support character is equal to or greater than a predetermined value and the support character is arranged in the training item of the preset main parameter. Note that the condition for setting the friendship training generable state is not limited to this. For example, here, for one support character, the main parameter is indirectly associated as the favorite training. Therefore, here, it can be said that three training items in which the same main parameter is set are set as the favorite training for one support character. However, for example, for a support character, one training item instead of the main parameter may be directly associated as the favorite training.
[0297] Also, near the item-specific command 221 in the temporary selection state, a failure rate display section 224 is displayed. For each of the five training items that can be selected by the player, a failure rate is calculated in advance. When a training item is selected, based on the pre-calculated failure rate, the success or failure of the training is determined. The method for calculating the failure rate differs for each training item. In the failure rate display section 224, the failure rate is represented numerically, and the player can use the failure rate for each training item as a reference when selecting a training item. The failure rate increases in inverse proportion to the remaining physical strength associated with the character to be trained.
[0298] Then, when an operation input is made again to the item-specific command 221 in the temporary selection state, the training corresponding to the item-specific command 221 to which the operation was input is executed. When the training is executed, a training result notification screen (not shown) is displayed on the display 26. On the training result notification screen, an image notifying the success or failure of the training is displayed.
[0299] When a normal joint training is executed, on the training result notification screen, an image of the character to be trained executing the training is displayed. The images displayed at this time are provided for each training item. Also, for each image corresponding to a training item, there are a success pattern displayed when the training is successful and a failure pattern displayed when the training fails.
[0300] Also, when a training in which a friendship training occurrence possible state is set is successful, a friendship training exclusive effect is executed. The friendship training exclusive effect includes an effect in which a support character is displayed on the training result notification screen. The support character displayed at this time is a character that satisfies the setting conditions for the friendship training occurrence possible state.
[0301] Also, on the training result notification screen, the ability parameters in the status display section 213 are updated and displayed. That is, when the training is successful, the increase value calculated in advance for each ability parameter is added to the training item selected by the player. Also, the display of the physical strength display section 211 is updated according to the executed training item. Also, when the training is successful, a predetermined skill point is acquired.
[0302] Also, when the training fails, a predetermined penalty is imposed. Specifically, the contents of the penalty include a decrease in physical strength, a decrease in the numerical value of the ability parameter, a decrease in motivation, etc. Note that, for example, the penalty imposed when the failure rate is high is more disadvantageous (for example, the numerical value of the decrease in physical strength is large, the numerical value of the decrease in the ability parameter is large, the level of the decrease in motivation is large) than the penalty imposed when the failure rate is low.
[0303] Also, the content of the penalty may be determined according to the training item. For example, when the speed training fails, the value of the speed ability parameter may decrease, and when the power training fails, the value of the power ability parameter may decrease. Also, for some training items, even if the training fails, it can be set that no penalty is imposed.
[0304] Here, in the present embodiment, as described above, the 15 training items are each classified into one of the three competition genres of ball games, martial arts, and variety. Five training items are associated with each competition genre. Also, each training item is associated with a parameter called the competition level. The competition level is a parameter that increases by the execution of training or the occurrence of an event. For example, when volleyball training is executed, the competition level associated with volleyball increases. Also, for example, when archery training is executed, the competition level associated with archery increases.
[0305] Here, when a training item is selected and the training is successful, the competitive level increases based on the selected item-specific command 221. However, the competitive level may increase on the condition that the training has been executed regardless of the success or failure of the training.
[0306] An increased level notification icon 225 is displayed above the item-specific command 221. The increased level notification icon 225 is displayed for each of the five item-specific commands 221. Therefore, as shown in FIG. 19, five increased level notification icons 225 are displayed. The increased level notification icon 225 shows the increase value of the competitive level that increases when the item-specific command 221 is selected. For example, in the example shown in FIG. 19, an increased level notification icon 225 showing "+4" is displayed above the first item-specific command 221a. Therefore, when the first item-specific command 221a is selected and the training associated with the first item-specific command 221a is executed, the competitive level of the training item increases by "4".
[0307] FIG. 23A is a first diagram for explaining an example of an expression for calculating the increase value of the competitive level. FIG. 23B is a second diagram for explaining an example of an expression for calculating the increase value of the competitive level. As shown in FIG. 23A, the increase value of the competitive level is calculated by an expression of (A + B) × C + D + E. At the start of a turn when training can be executed, the increase value of the competitive level is calculated for each item-specific command 221. Therefore, at the start of a turn when training can be executed, the increase values of each of the five item-specific commands 221 are calculated based on the increase value calculation expression shown in FIG. 23A.
[0308] As shown in FIG. 23B, among the expressions for calculating the increase value of the competitive level, A is a fixed value, which is an arbitrarily preset value. Here, the fixed value of A is always the same value during the main training game, but different values may be used according to the progress of the game.
[0309] Among the formulas for calculating the increase value of the competition level, B is the number of arranged characters, which is the number of arranged characters in the training item. For example, in the case of the item-specific command 221 associated with two arranged characters, the value of "2" is applied to B. Therefore, the more arranged characters there are, the greater the value of the competition level that increases by executing the training.
[0310] Among the formulas for calculating the increase value of the competition level, C is the friendship generation bonus value. Here, "2" is set when the selected and executed training item is in a state where friendship training can occur, and "1" is set when the selected and executed training item is not in a state where friendship training can occur. That is, if the selected and executed training item is in a state where friendship training can occur, the basic increase value of A + B will be doubled. In other words, when a support character that meets the setting conditions for the state where friendship training can occur is arranged, the basic increase value of A + B will be doubled.
[0311] Among the formulas for calculating the increase value of the competition level, D is the growth value of the number of specific characters. The growth value of the number of specific characters is a value set according to the number of specific characters arranged in the training item. This growth value of the number of specific characters increases as the number of arranged specific characters increases.
[0312] Among the formulas for calculating the increase value of the competition level, E is the special addition value. The special addition value is given when a main command other than the training command (item-specific command 221) (for example, going out, taking a break, going to the school infirmary, part or all of the race) is selected and executed in the turn immediately before the current turn. Here, when a main command other than the training command is selected and executed in the previous turn, "1" is added as the special addition value.
[0313] As described above, the increase value of the competitive level that rises by executing training is calculated for each selectable training item, in other words, for each item-specific command 221. At this time, the greater the number of arranged characters and the number of specific characters in the training, the greater the increase value of the competitive level (B, D). Furthermore, when the arranged characters in the training satisfy a predetermined condition, the increase value of the competitive level becomes even greater (C). Also, if training was not executed in the previous turn, the increase value of the competitive level becomes greater (E).
[0314] Note that the increase value calculation formulas shown in FIGS. 23A and 23B are merely examples. For example, the increase value of the competitive level may be a fixed value. Also, for example, the increase value of the competitive level may be a value preset according to the number of turns.
[0315] Returning to FIG. 19, when the item-specific command 221 is selected and executed, the competitive level of the training item associated with the selected item-specific command 221 increases. For example, if the training item associated with the first item-specific command 221a is volleyball, when the first item-specific command 221a is selected, the competitive level of volleyball increases by "4". Also, for example, if the training item associated with the third item-specific command 221c is sumo, when the third item-specific command 221c is selected, the competitive level of sumo increases by "5".
[0316] Furthermore, in this embodiment, among the item-specific commands 221 not selected by the player, the competition levels associated with the item-specific commands 221 classified into the same competition genre as the item-specific command 221 selected by the player also increase. Specifically, in one turn, there are five item-specific commands 221 that the player can select. At this time, among the four item-specific commands 221 not selected (or not in a provisional selection state) by the player, the item-specific command 221 classified into the same competition genre as the one item-specific command 221 selected (or in a provisional selection state) by the player is set as the link command. Note that hereinafter, among the four training items not selected (or not in a provisional selection state) by the player, the training item classified into the same competition genre as the one training item selected (or in a provisional selection state) by the player may also be referred to as the link command.
[0317] For example, in FIG. 19, assume that the first item-specific command 221a is selected. Also assume that the first item-specific command 221a is associated with a volleyball training item classified into the competition genre of ball games. Also assume that the fourth item-specific command 221d is associated with a soccer training item classified into the competition genre of ball games. That is, the first item-specific command 221a and the fourth item-specific command 221d are classified into the same competition genre. Therefore, when the first item-specific command 221a, that is, the volleyball training item, is selected (provisionally selected), the fourth item-specific command 221d, that is, the soccer training item, becomes the link command.
[0318] As described above, on the training screen 220, the event type commands 221 in the provisional selection state are highlighted. Also, on the training screen 220, the event type commands 221 set as link commands for the event type commands 221 in the provisional selection state are separately displayed. Here, the event type commands 221 in the provisional selection state and the event type commands 221 set as link commands are displayed shifted upward from other event type commands 221. Also, an upward arrow marked with "Link" is displayed for the event type commands 221 set as link commands.
[0319] In this state, when the first event type command 221a is selected and executed, the volleyball competition level rises by "4". Also, for the fourth event type command 221d which is a link command for the first event type command 221a, "4" is calculated as the increase value of the competition level based on the above competition level increase value calculation formula. Therefore, in this case, the soccer competition level also rises by "4".
[0320] Also, for example, in the example shown in FIG. 19, assume that the training event of wrestling classified into the combat sports competition genre is associated with the second event type command 221b. Also, assume that the training event of sumo classified into the combat sports competition genre is associated with the third event type command 221c. The second event type command 221b and the third event type command 221c are classified into the same competition genre. Therefore, when the second event type command 221b, that is, the training event of wrestling, is selected, the third event type command 221c, that is, the training event of sumo, becomes the link command.
[0321] In this case, when the second event type command 221b is selected and executed, the wrestling competition level rises by "4". Also, for the third event type command 221c which is a link command for the second event type command 221b, "5" is calculated as the increase value of the competition level based on the above competition level increase value calculation formula. Therefore, in this case, in addition to the wrestling competition level, the sumo competition level rises by "5".
[0322] Thus, in this embodiment, the competition level of the item-by-item command 221 selected by the player and the competition level of the item-by-item command 221 that is not selected by the player among the item-by-item commands 221 that the player can select and is classified into the same competition level as the item-by-item command 221 selected by the player increase. Therefore, the more link commands are set for the item-by-item command 221 selected by the player, the greater the total competition level that increases in one turn.
[0323] A competition level confirmation display section 226 is provided in the upper left part of the training screen 220 and the top screen 210. The competition level confirmation display section 226 is provided with a first display area 226a, a second display area 226b, and a third display area 226c. The competition genre of ball games is associated with the first display area 226a, the competition genre of combat sports is associated with the second display area 226b, and the competition genre of variety shows is associated with the third display area 226c.
[0324] As described above, the item-by-item command 221 is color-coded and displayed for each competition genre to which the training item belongs. Specifically, the item-by-item command 221 of the training item classified as a ball game is displayed in blue, the item-by-item command 221 of the training item classified as a combat sport is displayed in red, and the item-by-item command 221 of the training item classified as a variety show is displayed in yellow. Therefore, the first display area 226a associated with the competition genre of ball games is displayed in blue, the second display area 226b associated with the competition genre of combat sports is displayed in red, and the third display area 226c associated with the competition genre of variety shows is displayed in yellow.
[0325] Here, in the present embodiment, a total competition level obtained by summing up the competition levels of five types of training events classified into the same competition genre is calculated. And multiple activation thresholds are set for the total competition level. Here, activation thresholds of "50", "100", "150", "200", and "250" are set for the total competition level of each competition genre. Note that, here, the activation thresholds set for the total competition level are common to all competition genres, but different activation thresholds may be set for each competition genre.
[0326] In the first display area 226a, the total competition level ( "Lv.75" in the figure) obtained by summing up the competition levels of five training events classified into the competition genre of ball games and the remaining total competition level ( "25" in the figure) up to the next reachable activation threshold are displayed. Similarly, in the second display area 226b, the total competition level ( "Lv.130" in the figure) obtained by summing up the competition levels of five training events classified into the competition genre of combat sports and the remaining total competition level ( "20" in the figure) up to the next reachable activation threshold are displayed. Also, in the third display area 226c, the total competition level ( "Lv.155" in the figure) obtained by summing up the competition levels of five training events classified into the competition genre of variety and the remaining total competition level ( "45" in the figure) up to the next reachable activation threshold are displayed.
[0327] FIG. 24 is a diagram for explaining an example of the heat-up effect. When the total competition level reaches the activation threshold, the effects set for each competition genre become activatable. Here, the effect that becomes activatable when the total competition level reaches the activation threshold is called the heat-up effect. Note that, in the present embodiment, a common heat-up effect is set for all activation thresholds in one competition genre. However, different heat-up effects may be set for each activation threshold in one competition genre.
[0328] For example, according to the warm-up effect set for the competition genre of ball games, the training effect increases according to the number of placed characters. Note that, although details will be described later, the training effect mentioned here is a parameter used in the calculation formula for calculating the increase value of the ability parameter at the time of successful training. As an example, when the number of placed characters is "1", the training effect increases by 5%; when the number of placed characters is "2", the training effect increases by 10%; when the number of placed characters is "3", the training effect increases by 15%; when the number of placed characters is "4", the training effect increases by 18%; when the number of placed characters is "5", the training effect increases by 20%.
[0329] Also, for example, according to the warm-up effect set for the competition genre of fighting games, the ability parameter and skill points increase. Here, the higher the increase amount of the competition level, the greater the increase value of the ability parameter and skill points.
[0330] Also, for example, according to the warm-up effect set for the competition genre of variety shows, the occurrence rate of hint events increases. Also, the maximum number of available hints increases.
[0331] Note that for each warm-up effect, the number of training times (hereinafter referred to as the number of training times for effect application) for which the effect is applied is set. Here, the number of training times for effect application of each warm-up effect is set to 2. During the main training game, the remaining number of training times for effect application is managed. For example, when the total competition level of ball games reaches the activation threshold, the number of training times for effect application of the warm-up effect of ball games is set to "2". In this state, when training is executed, regardless of the type of training executed, the number of training times for effect application of the warm-up effect of ball games is decreased by "1". In this way, when the number of training times for effect application of the warm-up effect becomes "0", the warm-up effect does not activate.
[0332] Note that the number of times of the effect - giving training is updated only when the training is selected and executed. Therefore, when a main command other than training is selected and executed while the number of times of the effect - giving training is "1" or more, the number of times of the effect - giving training is not subtracted. In other words, the number of times of the effect - giving training is not consumed by the execution of a main command other than training. Therefore, the state where the number of times of the effect - giving training is "1" or more can also be said to be a state where the heat - up effect can be activated.
[0333] In this way, in the present embodiment, the number of times of training execution is set as the effective period of the heat - up effect. However, the effective period of the heat - up effect may be set by the number of turns. Also, for example, the number of successful times of training may be set as the effective period of the heat - up effect. Here, a common number of times of the effect - giving training is set for the heat - up effects of each of the three competition genres. However, the number of times of the effect - giving training may be different for each heat - up effect, that is, for each competition genre.
[0334] Also, for example, assume that the number of times of the effect - giving training for the heat - up effect of ball games is "1" or more, and further, the total competition level of ball games reaches the activation threshold. In this case, "2" is added to the number of times of the effect - giving training at that time. That is, for a competition genre corresponding to the heat - up effect in a state where the number of times of the effect - giving training is 1 or more, when it is determined that the total competition level has reached the activation threshold, the number of times of the effect - giving training increases.
[0335] However, for example, when the total competition level of the sport reaches the activation threshold while the number of effect-giving training sessions for the heat-up effect of the sport is "1" or more, the number of effect-giving training sessions may be updated to "2". That is, an upper limit may be provided for the number of effect-giving training sessions for each heat-up effect. Alternatively, when the total competition level of the sport reaches the activation threshold while the number of effect-giving training sessions for the heat-up effect of the sport is "1" or more, the number of effect-giving training sessions may not be updated.
[0336] Note that the heat-up effect can be activated repeatedly in one turn. For example, assume that training is executed when the number of effect-giving training sessions for the heat-up effects of sports, fighting, and variety are all "2". In this case, the three heat-up effects are activated repeatedly. However, the heat-up effect may be set so as not to be activated repeatedly. For example, when there are multiple activatable heat-up effects, only one of the heat-up effects may be activated according to a preset priority order or based on a lottery result. At this time, for the heat-up effect that was not activated, the number of effect-giving training sessions may or may not be subtracted.
[0337] Returning to FIG. 19, a total competition level increase icon 227a and a count notification icon 227b may be displayed on the competition level confirmation display unit 226. The total competition level increase icon 227a suggests the total competition level that increases when the item-specific command 221 in the temporary selection state is executed. In the example shown in FIG. 19, the first item-specific command 221a is in the temporary selection state. When the first item-specific command 221a is executed, the competition level of volleyball corresponding to the first item-specific command 221a is "4", and the competition level of soccer corresponding to the fourth item-specific command 221d, which is a link command, increases by "4".
[0338] Therefore, when the first type-specific command 221a is executed, the total competition level of the game increases by "8". In this case, a total competition level increase icon 227a is displayed in the first display area 226a associated with the game genre. Also, the total competition level increase icon 227a is shown with "+8", which is the value of the increased total competition level. That is, the total competition level increase icon 227a suggests the game genre for which the total competition level increases and the increased total competition level.
[0339] In addition, the number notification icon 227b suggests the number of times of the effect application training for the heat-up effect. The number notification icon 227b is displayed in the area corresponding to the game genre in which the heat-up effect can be activated among the first display area 226a, the second display area 226b, and the third display area 226c. Therefore, the state shown in FIG. 19 is a state in which the heat-up effect set for the variety game genre can be activated, and shows a state in which the number of times of the effect application training for this heat-up effect is "2".
[0340] Further, an information button 226d is provided in the competition level confirmation display unit 226. The player can confirm various information related to the competition level by operating the information button 226d.
[0341] FIG. 25 is a diagram for explaining the competition level dialog 240. When the information button 226d of the competition level confirmation display section 226 is operated, the competition level dialog 240 is displayed. As shown in FIG. 25, in the competition level dialog 240, for each competition genre, the current total competition level and the remaining total competition level until the next achievable activation threshold are displayed. Also, in the competition level dialog 240, for each competition genre, an icon indicating the training items classified into the competition genre and the competition levels of the respective training items are displayed. Further, in the competition level dialog 240, for each competition genre, the warm-up effect and the number of training times with effect application are displayed. In this way, the player can confirm various information regarding the competition level in the competition level dialog 240.
[0342] Note that a close button 240a is provided at the lower part of the competition level dialog 240. When the close button 240a is operated, the competition level dialog 240 is closed, and the top screen 210 or the training screen 220 is displayed. Also, although detailed explanation is omitted, when a predetermined area in the competition level dialog 240 is operated, detailed information for each training item is displayed.
[0343] Here, in the present embodiment, as described above, a tournament is held after a predetermined turn. This tournament aims for victory in each of the 15 training items, that is, in each of the competitions. In the tournament, for each training item, either victory or winning a prize is determined. The victory or winning a prize in each training item is determined based on the competition level of each training item at the time of the tournament. Hereinafter, the determination of victory or winning a prize for each training item in the tournament is referred to as a victory determination.
[0344] FIG. 26A is a diagram for explaining an example of a standard level and a norm in the tournament. FIG. 26B is a diagram for explaining an example of a tournament bonus. In the present embodiment, a total of five tournaments are executed from the first to the fifth as the turn progresses. As shown in FIG. 26A, a standard level and a norm are set for each number of tournaments. The standard level is the competitive level required to be determined as the winner in the winning determination.
[0345] The winning determination is executed for each training event. Since there are 15 training events, the winning determination is executed 15 times in one tournament. In the winning determination, a comparison is made between the competitive level of the target training event and the standard level. At this time, if the competitive level is equal to or higher than the standard level determined for each tournament, it is determined as the winner, and if it is lower than the standard level, it is determined as a prize winner.
[0346] The standard level is a common value for all training events. Specifically, the standard level used in the winning determination in one tournament is common for all 15 training events. Also, the standard level increases as the turn progresses. Here, the standard level for the first tournament is set to "10", the standard level for the second tournament is set to "20", the standard level for the third tournament is set to "30", the standard level for the fourth tournament is set to "40", and the standard level for the fifth tournament is set to "50".
[0347] However, the standard level used in the winning determination in one tournament may be different for each training event. Also, for example, a common standard level may be set regardless of the number of tournaments.
[0348] Note that here, if the competitive level is equal to or higher than the standard level, it is always determined as the winner. However, when the competitive level is equal to or higher than the standard level, it may be determined as the winner with a predetermined probability. In this case, the higher the competitive level, the higher the probability of being determined as the winner may be. Also, no standard level may be provided, and the probability of being determined as the winner may be preset for each competitive level.
[0349] The quota is the number of victories required to break through each tournament. Hereinafter, the number of victories will be referred to as the number of wins. Here, a common quota of 6 wins is set for all tournaments. However, the quota may vary for each tournament. When a tournament is broken through, a breakthrough bonus is awarded. Here, the breakthrough bonus is immediately awarded, for example, an increase in ability parameters, acquisition of skill points, recovery of physical strength, increase in motivation, cancellation of debuff effects, acquisition of skill hints, etc. However, the content of the breakthrough bonus is not particularly limited. For example, the breakthrough bonus may be one that brings about a predetermined utility in one or more subsequent turns, like the above-mentioned heat-up effect.
[0350] Note that in this embodiment, the possibility of breaking through a tournament only affects the possibility of obtaining the above-mentioned breakthrough bonus. Therefore, even if a tournament cannot be broken through, retirement does not occur, and the next turn can be advanced. However, if a tournament cannot be broken through, retirement may occur at that point.
[0351] Also, in this embodiment, for each competitive genre, the total number of wins in the tournament is managed. And as shown in FIG. 26B, according to the total number of wins, a tournament bonus is given to the character to be trained. Here, as the tournament bonus, the training effect is increased. Although it will be described in detail later, the training effect given as the tournament bonus is a parameter used in the calculation formula for calculating the increase value of the ability parameter at the time of training success.
[0352] As an example, as shown in FIG. 26B, when the total number of wins is 1 or more and 4 or less, a 5% training effect is given. Similarly, when the total number of wins is 5 or more and 9 or less, a 10% training effect is given, when the total number of wins is 10 or more and 14 or less, a 12% training effect is given, when the total number of wins is 15 or more and 19 or less, a 14% training effect is given, and when the total number of wins is 20 or more and 25 or less, a 15% training effect is given.
[0353] Here, as the cumulative number of wins increases, the training effect gradually rises. For example, when the cumulative number of wins in the competition genre of a ball game reaches 4 wins, a 5% training effect is granted. Then, when a tournament is held and the cumulative number of wins in the competition genre of the ball game reaches 5 wins, the granted training effect rises from 5% to 10%. Note that the tournament bonus is permanently granted until the end of the main training game.
[0354] Also, the tournament bonus is granted for each competition genre. Therefore, for example, if in all three competition genres the cumulative number of wins is 20 or more, the training effect due to the tournament bonus is 15% × 3 = 45%. That is, the tournament bonuses for each competition genre are granted repeatedly.
[0355] Note that the tournament bonus shown in Fig. 26B is just an example. Here, the tournament bonus is permanently granted until the end of the main training game, but as the valid period of the tournament bonus, the number of turns or the number of times of training execution may be set. Also, the tournament bonus may be granted immediately, similar to the above breakthrough bonus. Also, the tournament bonus may be granted based on the cumulative number of wins of all competition genres instead of for each competition genre.
[0356] Fig. 27A is the first figure explaining the performance image of the tournament. Fig. 27B is the second figure explaining the performance image of the tournament. Fig. 27C is the third figure explaining the performance image of the tournament. Fig. 27D is the fourth figure explaining the performance image of the tournament. When it comes to the timing of holding the tournament, a performance image (not shown) suggesting the holding of the tournament is displayed, and as shown in Fig. 27A, an operation on the display 26 is prompted. When an operation is input to the display 26, as shown in Figs. 27B and 27C, the event-specific performance images 250 are displayed.
[0357] As described above, the tournament aims to win in each of the 15 training events. Here, for each training event, a corresponding event-specific production image 250 is provided, and the event-specific production images 250 are switched at predetermined intervals. The event-specific production image 250 is an image in which the character to be trained challenges the training event. For example, FIG. 27B shows the event-specific production image 250 for softball, and FIG. 27C shows the event-specific production image 250 for archery. Thus, in the production for the tournament, the event-specific production images 250 provided for each training event are sequentially displayed.
[0358] However, in this embodiment, since 15 training events are provided, if all these event-specific production images 250 are sequentially displayed, it will take a long time for the tournament production. Here, it is set such that only the event-specific production images 250 corresponding to 5 out of the 15 training events are displayed. This prevents the time required for the tournament production from being longer than necessary.
[0359] Note that the training events for which the event-specific production images 250 are displayed are determined based on the competition level. Here, the top 5 training events in terms of the competition level at the time of the tournament are determined. Therefore, the event-specific production images 250 corresponding to the 5 training events with a high competition level are sequentially displayed. However, the number of event-specific production images 250 to be displayed and the method for determining the event-specific production images 250 are not particularly limited. For example, the event-specific production images 250 corresponding to all training events may be displayed. In this case, it is preferable that the player can skip or end the display of the event-specific production images 250 by operation input.
[0360] When the display of all event-specific performance images 250 is completed, as shown in FIG. 27D, a result screen 251 is displayed. At the top of the result screen 251, the number of victories and the number of prize winnings in this tournament are displayed. Also, on the result screen 251, the results of winning or winning a prize are displayed for each training event. Note that the player can confirm the determination results of all training events by inputting a flick operation in the vertical direction on the result screen 251.
[0361] At the bottom of the result screen 251, a next operation unit 251a is provided. When the next operation unit 251a is operated, a performance image (not shown) is displayed, and the breakthrough bonus and tournament bonus awarded in this tournament are notified.
[0362] Next, the increase value of the ability parameter that increases when training is successful will be described. At the start of a turn in which training can be executed, the increase value of the ability parameter that increases when training is successful is calculated. This increase value is calculated based on an increase value calculation formula. Note that the increase value is calculated for all five ability parameters for each of the five event-specific commands 221, that is, for each of the five selectable training events.
[0363] Specifically, at the start of a turn, first, five selectable training events (event-specific commands 221) are determined by lottery. Thereafter, the arranged characters arranged in each training event are determined. Then, with the training event and the arranged characters determined, the increase value of the ability parameter is calculated.
[0364] At this time, when the first type-specific command 221a is selected, the increase values of five ability parameters, namely speed, stamina, power, determination, and wisdom, which increase, are calculated. Similarly, when the second type-specific command 221b to the fifth type-specific command 221e are selected, the increase values of the five ability parameters that increase are calculated respectively. Therefore, at the start of a turn, 5 type-specific commands 221 (training types) × 5 ability parameters = 25 increase values will be calculated. That is, for any one of the 15 training types and any one of the 5 ability parameters as the processing target, the increase value is calculated. At this time, the calculation formula used to calculate each increase value is common.
[0365] Figure 28A is the first figure for explaining an example of the calculation formula for the increase value of the ability parameter. Figure 28B is the second figure for explaining an example of the calculation formula for the increase value of the ability parameter. As shown in Figure 28A, the increase value of the ability parameter is calculated by the calculation formula of (「1」 + 「2」 + 「3」 + 「4」) × (「5」 + 「6」 + 「7」 + 「8」 + 「9」 + 「10」 + 「11」 + 「12」) + 「13」.
[0366] As shown in Figure 28B, among the calculation formula for the increase value of the ability parameter, 「1」 is the basic training increase value. The basic training increase value is a fixed value preset for each training type as shown in Figure 21. The basic training increase value set for the combination of the training type and ability parameter to be processed is applied to 「1」 in the increase value calculation formula. Therefore, when the basic training increase value is not set for the combination of the training type and ability parameter to be processed, the value of 「1」 in the increase value calculation formula becomes 0.
[0367] Among the formulas for calculating the increase value of the ability parameter, "2" is the training level effect value. For each training item, a parameter of the training level is associated. The training level is provided in five levels from level 1 to level 5. The initial value of the training level for each training item is level 1. The training level is updated according to the competition level. Specifically, when the competition level is from 1 to 20, the training level is level 1; when the competition level is from 21 to 40, the training level is level 2; when the competition level is from 41 to 60, the training level is level 3; when the competition level is from 61 to 80, the training level is level 4; when the competition level is from 81 to 100, the training level is level 5.
[0368] Here, it is assumed that a parameter of the training level is associated with each training item, but the parameter of the training level is not essential. For example, even if the parameter of the training level is not provided and the training level effect value is calculated based on the competition level, it may be acceptable.
[0369] FIG. 29 is a diagram for explaining an example of the training level effect value. The training level effect value is a value set in association with the training level. For example, "0" is associated with the training level of level 1 as the training level effect value. Also, for example, "1" is associated with the training levels of level 2 and level 3 as the training level effect value, "2" is associated with the training level of level 4 as the training level effect value, and "3" is associated with the training level of level 5 as the training level effect value.
[0370] Note that the application of the training level effect value to "2" in the increase value calculation formula may be limited to the case where the value applied as the basic training increase value is 1 or more. Alternatively, the application of the training level effect value to "2" in the increase value calculation formula may be limited to the case where the ability parameter to be processed is the main parameter.
[0371] Among the calculation formulas for the increase values of the ability parameters, "3" represents the support effect (parameter bonus). The support effect set on the support card includes the parameter bonus. For the parameter bonus, the type of the ability parameter to which the addition value is applied and the addition value to be applied are preset.
[0372] For example, assume there is a parameter bonus A where the addition value is 1 and the ability parameter to which the addition value is applied is set as "Speed". When the support character A of the support card A with this parameter bonus A is placed in the training item with the main parameter = Speed, the parameter bonus A is applied. In this case, when calculating the increase value of Speed, the addition value 1 is applied to "3" in the increase value calculation formula.
[0373] In addition, when the ability parameter to which the addition is applied is different from the main parameter of the training item to be processed, the parameter bonus set on the support card may be applied. For example, assume the main parameter of the training item to be processed is Stamina. At this time, assume the above support character A (support card A) is placed in the training item. In this case, when calculating the increase value of Speed, the addition value 1 may be applied to "3" in the increase value calculation formula due to the application of the parameter bonus A.
[0374] Moreover, the parameter bonus set on the support card may be applied when the support character is placed in the link command. For example, assume the training item with the main parameter = Speed and the ability parameter of Speed is the object to be processed. At this time, assume the 4th type command 221d is determined as the link command for the training item. And assume the above support character A (support card A) is placed in the 4th type command 221d. In this case, the addition value 1 may be applied to "3" in the increase value calculation formula of the object to be processed due to the application of the parameter bonus A.
[0375] Among the formulas for calculating the increase value of the ability parameter, "4" is the link training addition value. The link training addition value is given by link training.
[0376] Figure 30 is a diagram for explaining an example of the link training addition value. The link training addition value is applied when calculating the increase value of the ability parameter set in the main parameter of the link command. For example, assume that for the second-type command 221b, the third-type command 221c with the main parameter = power and the fourth-type command 221d with the main parameter = determination are set in the link command.
[0377] In this case, when the training item with the main parameter = stamina (the second-type command 221b) and the power which is the main parameter of the third-type command 221c which is the link command are the processing targets, the link training addition value is applied to "4" in the formula for calculating the increase value. Similarly, when the training item with the main parameter = stamina (the second-type command 221b) and the determination which is the main parameter of the fourth-type command 221d which is the link command are the processing targets, the link training addition value is applied to "4" in the formula for calculating the increase value.
[0378] Here, as shown in Figure 30, different values of the link training addition value are applied depending on the training level. However, the training level referred to at this time is the training level of the ability parameter set in the main parameter of the training item to be processed. In the above example, the training item with the main parameter = stamina (the second-type command 221b) is the processing target. Therefore, in this case, the link training addition value is determined according to the training level of stamina. Here, when the training level is level 3 or lower, the link training addition value is "1", and when the training level is level 4 or higher, the link training addition value is "2".
[0379] Incidentally, although detailed description is omitted, the link training addition value is also applied to skill points. In the above example, when the second-category command 221b is selected, two commands, the third-category command 221c and the fourth-category command 221d, become link commands. Therefore, when the training level of stamina is 2 or lower, the skill points obtained when the training of the second-category command 221b is successful are added by "+1" × 2 (number of link commands) = 2. Also, when the training level of stamina is 3 or higher, the skill points obtained when the training of the second-category command 221b is successful are added by "+2" × 2 (number of link commands) = 4.
[0380] Here, it is assumed that the link training addition value is determined based on the training level of the training item to be processed. However, the link training addition value may be determined based on the training level of the ability parameter set in the main parameter of the link command.
[0381] Among the ascending value calculation formulas of the ability parameters, "5" is the growth rate. The growth rate is preset for each character that can be set for the character to be trained. For each character, the growth rate is set for at least one ability parameter. The total of the growth rates set for each character is equal, for example, 30%. In other words, the 30% growth rate is allocated to any one of the five ability parameters for each character. For example, for character A, 20% is set for the speed ability parameter and 10% is set for the tenacity ability parameter. Also, for example, for character B, 30% is set for the stamina ability parameter. When the growth rate is set for the ability parameter to be processed for the character to be trained, the value of the set growth rate is applied to "5" in the ascending value calculation formula.
[0382] Among the calculation formulas for the increase values of ability parameters, "6" is the arrangement character correction value. The arrangement character correction value is a value set according to the number of arrangement characters. The larger the number of arrangement characters, the more advantageous the value is set.
[0383] Among the calculation formulas for the increase values of ability parameters, "7" is the friendship training correction value. When the training item to be processed is in a state where friendship training can occur, a predetermined value is applied to "7" in the increase value calculation formula as the friendship training correction value.
[0384] Among the calculation formulas for the increase values of ability parameters, "8" is the motivation correction value. The motivation correction value is a value set according to the stage of the motivation parameter. The higher the motivation parameter, the more advantageous the value is set.
[0385] Among the calculation formulas for the increase values of ability parameters, "9" is the support effect (increase in training effect). The support effects set on the support cards include the support effect of increasing the training effect. A value to be applied to "9" in the increase value calculation formula is preset for the support effect of increasing the training effect. When a support card (support character) with the support effect of increasing the training effect is arranged for the training item to be processed, the preset value is applied to "9" in the increase value calculation formula.
[0386] Among the calculation formulas for the increase values of ability parameters, "10" is the link bonus correction value. The link bonus correction value is applied only when a basic training increase value is set for the ability parameter to be processed.
[0387] FIG. 31 is a diagram for explaining an example of a link bonus correction value. The link bonus correction value is a value applied according to the number of link commands. The larger the number of link commands, the more advantageous the value is set. Also, here, the link bonus correction value is different between normal times and during training camps. The link bonus correction value is higher during training camps than during normal times. Note that the link bonus correction value is also applied when calculating the physical strength consumed at the time of successful training and the failure rate. According to the link bonus correction value, the more link commands there are, the higher the physical strength consumption and the failure rate become.
[0388] Among the formulas for calculating the increase value of the ability parameter, "11" is the tournament bonus. The tournament bonus is set according to the total number of wins for each competition genre, as shown in FIG. 26B. As described above, since the tournament bonus is given for each competition genre, the total value of the increase values of the training effects for every three competition genres is applied to "11" in the formula for calculating the increase value of the ability parameter.
[0389] Among the formulas for calculating the increase value of the ability parameter, "12" is the heat-up effect (ball game). The heat-up effect (ball game) is set according to the number of arranged characters, as shown in FIG. 24. However, only when the heat-up effect of the ball game is in an activatable state, that is, when the number of training times with effect application is 1 or more, a value based on the heat-up effect (ball game) is applied to "12" in the formula for calculating the increase value of the ability parameter.
[0390] Among the formulas for calculating the increase value of the ability parameter, "13" is the heat-up effect (martial arts). The heat-up effect (martial arts) is set to a predetermined value according to the increase amount of the competition level, as shown in FIG. 24. However, only when the heat-up effect of the martial arts is in an activatable state, that is, when the number of training times with effect application is 1 or more, a value based on the heat-up effect (martial arts) is applied to "13" in the formula for calculating the increase value of the ability parameter.
[0391] According to the above ascending value calculation formula, among the item-specific commands 221 selected by the player and the item-specific commands 221 not selected by the player, the item-specific commands 221 classified into the same competition genre as the item-specific commands 221 selected by the player are used as the basis, and one or more ability parameters associated with the character to be trained are updated. Specifically, by applying the link training addition value of "4" and the link bonus correction value of "10" to the ascending value calculation formula, the ability parameters are updated based on the link command.
[0392] In particular, by applying the link bonus correction value of "10" to the ascending value calculation formula, the ability parameters are updated based on the number of item-specific commands 221 classified into the same competition genre as the item-specific commands 221 selected by the player among the item-specific commands 221 not selected by the player.
[0393] Note that the above ascending value calculation formula is only an example. For example, some of the above "1" to "13" may not be provided. Also, for example, a value corresponding to the competition level may be applied to the ascending value calculation formula. In this case, it is preferably set such that the higher the competition level, the higher the ascending value of the ability parameter. As a result, the ability parameters are updated based on the competition level.
[0394] As described above, according to this embodiment, five item-specific commands 221 that can be selected by the player are determined by lottery. The player can select one from the five item-specific commands 221 determined by lottery and execute it. Based on the item-specific command 221 selected by the player, the ability parameters of the character to be trained are updated. At this time, if the item-specific command 221 not selected by the player is set as the link command, the ability parameters of the character to be trained are also updated by the link command.
[0395] In addition, competition level parameters are associated with the training events. The competition level is used for determining the winner in a tournament and is also used as a parameter that can activate the warm-up effect. Therefore, in this embodiment, it can be said that the competition level is an important parameter for increasing the ability parameters. This competition level mainly increases by executing training, but similar to the competition level associated with the training event selected by the player, the competition level associated with the link command also increases.
[0396] In each turn, the player can select only one main command. However, by providing the link command, parameters are updated corresponding to a plurality of event-specific commands 221 in one turn. That is, although the player selects only one main command, the parameters are updated as many times as the number of main commands. As a result, the player's satisfaction increases and the motivation to play improves.
[0397] Also, in the above gameplay, the more training events classified into the same competition genre are determined, the more advantageous it is for the player. However, since the training events are determined by lottery, a situation where there are few training events classified into the same competition genre may continuously occur depending on the lottery result. Therefore, in this embodiment, a function is provided to change the training event (event-specific command 221) determined by lottery to a training event (event-specific command 221) classified into the competition genre designated by the player.
[0398] FIG. 32 is a first diagram for explaining the consultation screen 260. FIG. 33 is a second diagram for explaining the consultation screen 260. As shown in FIG. 18, a consultation command 216b, which is a sub-command, is provided on the top screen 210. Further, as shown in FIG. 19, a consultation command 228 is provided on the training screen 220. When the consultation commands 216b and 228 are operated, the consultation screen 260 shown in FIG. 32 is displayed. FIG. 32 shows the case where the consultation command 228 is operated in the state shown in FIG. 19.
[0399] The player can change the currently selectable training items to non-selectable training items on the consultation screen 260. A pre-change command display area 261 is provided on the consultation screen 260. In the pre-change command display area 261, five item-specific commands 221 (training items) currently selectable by the player are displayed. In the pre-change command display area 261, the first item-specific command 221a to the fifth item-specific command 221e are displayed in the same arrangement as on the training screen 220.
[0400] Also, in the pre-change command display area 261, the competition level of the training item is displayed for each item-specific command 221. Further, five arrangement character number icons 262 are displayed in the pre-change command display area 261. The arrangement character number icons 262 are displayed for each item-specific command 221. The arrangement character number displayed in the arrangement character number icon 262 is the number of arranged characters in the item-specific command 221.
[0401] Below the pre-change command display area 261, a post-change command display area 263 is provided. In the post-change command display area 263, five post-change item-specific commands 221 are displayed. Also in the post-change command display area 263, the first item-specific command 221a to the fifth item-specific command 221e are displayed in the same arrangement as in the pre-change command display area 261.
[0402] Note that, in the command display area 263 after the change, similar to the command display area 261 before the change, the arrangement character number icon 262 is displayed. Even if the item-specific command 221 is changed, the arrangement character is not changed. Therefore, the same arrangement character number icon 262 is displayed in the command display area 261 before the change and the command display area 263 after the change.
[0403] Below the command display area 263 after the change, a ball game change area 264, a fighting game change area 265, and a variety change area 266 are provided. To the left of the ball game change area 264, a change source icon 264a marked with "ball game" is displayed. Also, to the right of the change source icon 264a, a first change destination icon 264b marked with "fighting game" and a second change destination icon 264c marked with "variety" are displayed. The first change destination icon 264b and the second change destination icon 264c function as operation parts that receive the player's operations.
[0404] To the left of the fighting game change area 265, a change source icon 265a marked with "fighting game" is displayed. Also, to the right of the change source icon 265a, a first change destination icon 265b marked with "ball game" and a second change destination icon 265c marked with "variety" are displayed. The first change destination icon 265b and the second change destination icon 265c function as operation parts that receive the player's operations.
[0405] To the left of the variety change area 266, a change source icon 266a marked with "variety" is displayed. Also, to the right of the change source icon 266a, a first change destination icon 266b marked with "ball game" and a second change destination icon 266c marked with "fighting game" are displayed. The first change destination icon 266b and the second change destination icon 266c function as operation parts that receive the player's operations.
[0406] The ball game change area 264 is an area for changing a training event classified as a ball game among the currently selectable event-specific commands 221, i.e., training events, to a training event classified as a martial arts or variety event. For example, when the first change destination icon 264b is operated, a reservation is made to change a training event classified as a ball game to a training event classified as a martial arts event.
[0407] The change in training event is performed within the same main parameters. In other words, the training event before the change is changed to a training event that is a different sport genre from the training event before the change and has the same main parameters set.
[0408] As an example, Fig. 32 shows a state in which the first change destination icon 264b is operated. When the first change destination icon 264b is operated, a reservation is made to change a training event classified as a ball game competition genre to a training event classified as a martial arts competition genre. Of the currently selectable training events, the training events classified as a ball game competition genre are volleyball linked to the first event-specific command 221a and soccer linked to the fourth event-specific command 221d.
[0409] In this case, a reservation is made to change volleyball to karate, which is classified as a combat sport, and a reservation is made to change soccer to judo, which is classified as a combat sport. In the changed command display area 263, the event-specific command 221 corresponding to the training event for which a change reservation has been made is displayed. In addition, in the changed command display area 263, a change icon 267 is displayed near the event-specific command 221 for which a change reservation has been made. The change icon 267 clearly indicates to the player which event-specific command 221 will be changed.
[0410] When the second change destination icon 264c is operated, a reservation is made to change the training item classified into the competition genre of ball games to the training item classified into the competition genre of variety. Similarly, when the first change destination icon 265b is operated, a reservation is made to change the training item classified into the competition genre of martial arts to the training item classified into the competition genre of ball games. Also, when the second change destination icon 265c is operated, a reservation is made to change the training item classified into the competition genre of martial arts to the training item classified into the competition genre of variety.
[0411] FIG. 33 shows a state where the second change destination icon 265c is operated. Among the currently selectable training items, the training items classified into the competition genre of martial arts are wrestling associated with the second item-specific command 221b and sumo associated with the third item-specific command 221c.
[0412] In this case, a reservation is made to change wrestling to climbing classified into variety, and a reservation is made to change sumo to hammer throwing classified into variety. Therefore, in the changed command display area 263, the item-specific command 221 and the change icon 267 are displayed as shown in FIG. 33.
[0413] When the first change destination icon 266b is operated, a reservation is made to change the training item classified into the competition genre of variety to the training item classified into the competition genre of ball games. Also, when the second change destination icon 266c is operated, a reservation is made to change the training item classified into the competition genre of variety to the training item classified into the competition genre of martial arts.
[0414] As described above, when the change button 268a is operated while a reservation for changing the training item has been made, the training item is changed as reserved. In this case, the consultation screen 260 is closed, and the top screen 210 or the training screen 220 is displayed. When the close button 268b is operated, the reservation information is discarded and the consultation screen 260 is closed.
[0415] As described above, in this embodiment, the selectable item-specific command 221 can be changed to the item-specific command 221 classified into the competition genre specified by the player. However, in this embodiment, the number of changeable times for changing the item-specific command 221 is set. Here, the number of changeable times is three times for each period until the next tournament is held. The player can change the item-specific command 221 as long as it is within the range of the number of changeable times.
[0416] For example, at the start of the first turn, three times is set as the number of changeable times. After that, each time the item-specific command 221 is changed, the number of changeable times is subtracted. When the number of changeable times becomes 0, the item-specific command 221 cannot be changed hereafter. When the tournament ends, three times is set again as the number of changeable times. Even if the tournament ends with one or more changeable times remaining, the number of changeable times does not increase and remains three times. However, the number of changeable times may be increased. Also, the update timing of the number of changeable times is just an example and can be appropriately redesigned.
[0417] When the five main commands determined by lottery do not match the player's expectation, the player can change the content to the main command along with their thoughts by "consultation". This enables cultivation in line with the player's strategy. Also, since the number of "consultations" is limited, strategy is required regarding when to perform "consultation", improving the interestingness of the game.
[0418] Note that when "Consultation" is selected, the increase value of the ability parameter is recalculated based on the main command after the change. Here, the case where the event command 221 can be changed by the "Consultation" action that the character to be trained can execute has been described. However, the effects brought about by "Consultation" are not limited to this. For example, the "Consultation" may bring about an effect such that the competitive level of all or some of the training events increases. Also, multiple effects brought about by "Consultation" may be provided, and the player may be able to select any one of them.
[0419] Also, for example, by "Consultation", without changing the training event, the competitive genre associated with the training event may be temporarily changed. As an example, the competitive genre of karate in martial arts may be changed to karate in ball games. However, the action of "Consultation" is not essential.
[0420] Here, when the training is executed and the display of the training result notification screen ends, an event screen may be displayed on the display 26. Various events are executed on the event screen. Note that multiple events may occur within one turn.
[0421] For example, when the first hint event or the second hint event occurs, a skill hint can be obtained. When a skill hint is obtained, the player can consume skill points to acquire a skill. Multiple types of skills are provided, and a predetermined ability may be activated for each skill. For each skill, the activation condition and the effect are determined, and when each activation condition is satisfied, the predetermined effect is activated. The skill may be activated during the execution of the race described later.
[0422] In addition to the first hint event and the second hint event where skill hints can be obtained, the events include an event where physical strength is restored, an event where physical strength is decreased, a first ability event and a second ability event where ability parameters increase or decrease, an event where motivation increases, an event where motivation decreases, and the like. Further, the events include an event in which the occurring turn is predetermined, and an event that occurs when winning by a predetermined lottery. Also, there are events that occur at the start of a turn and events that occur before the end of a turn. When all the occurred events are completed, the next turn is entered and the top screen 210 is displayed. Further, the events include inheritance events.
[0423] FIG. 34A is a first diagram for explaining an inheritance event. FIG. 34B is a second diagram for explaining an inheritance event. FIG. 34C is a third diagram for explaining an inheritance event. FIG. 34D is a fourth diagram for explaining an inheritance event. In the above-described factor activation turn, an inheritance event occurs with the start of the turn. Note that this inheritance event is a scenario common event described later and always occurs in the same turn regardless of the scenario selected by the player. In the present embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns. Here, the case where an inheritance event occurs in the 31st turn will be described.
[0424] When the 31st turn starts, first, as shown in FIG. 34A, the character to be trained and the operation unit marked with "Touch" are displayed on the inheritance event screen 300. When the operation unit displayed on the inheritance event screen 300 is tapped, as shown in FIG. 34B, an animation image including the character to be trained and two inherited characters is displayed. Also, when the operation unit is tapped, a lottery for the activation presence or absence is performed for all the factors of the total six trained characters of the first inherited generation and the second inherited generation.
[0425] Then, as shown in FIG. 34C, the factors that are selected by lottery for activation and determined to be activated are displayed. After that, as shown in FIG. 34D, the types of ability parameters or suitability parameters that increase due to the activation of the factors and the increase values thereof are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in FIG. 18 is displayed, and the player can select any item. At this time, the status display unit 213 shows the state in which the increase values of the ability parameters and suitability parameters displayed in the inheritance event are added.
[0426] FIG. 35A is a diagram for explaining an example of the base activation rate. FIG. 35B is a diagram for explaining an example of the activation probability. As described above, in the inheritance event, an activation lottery is executed for each factor, but the activation probability, which is the probability that a factor is activated in the activation lottery, varies depending on the type of factor, the factor level, and the number of inheritance events (factor activation turns) during the main breeding game. At the start of the inheritance event, the activation probability is calculated for each factor, and the activation lottery is executed based on the calculated activation probability.
[0427] Here, it will be described on the assumption that the methods for calculating the activation probabilities of the race factor, character factor, skill factor, and scenario factor are common. However, the methods for calculating the activation probabilities of the race factor, character factor, skill factor, and scenario factor may be individually set.
[0428] As shown in FIG. 35A, base activation rates are set for the race factor, character factor, skill factor, and scenario factor for each factor level. The base activation rate is one of the parameters for calculating the activation probability. Here, a base activation rate of 3% is set for level 1 of the factor level, 6% for level 2, and 9% for level 3.
[0429] In the activation lottery of the race factor, character factor, skill factor, and scenario factor, the activation probability is calculated based on the calculation formula shown in FIG. 35B. As is also clear from FIG. 35B, the higher the factor level and the higher the expected value of the compatibility of the inherited character, the higher the activation probability of the scenario factor. When winning the activation lottery, next, the utility associated with each factor is determined.
[0430] FIG. 36A is a diagram for explaining the correspondence between the factor level and the hint level. When the character factor and the skill factor are activated, the character to be trained acquires the skill hint of the skill associated with the activated factor. At this time, a parameter of the hint level is associated with the skill hint. The hint level is provided in five levels from level 1 to level 5. The higher the hint level acquired by the character to be trained, the smaller the skill points required when acquiring the skill hint.
[0431] For example, assume that the character to be trained acquires a skill hint of hint level 1 as the skill hint of skill A. In this case, the skill points required to acquire skill A are discounted by 10%. Similarly, each time the hint level increases by 1, the discount rate increases by 10%. Therefore, if the character to be trained acquires a skill hint of hint level 5 as the skill hint of skill A, the skill points required to acquire skill A are discounted by 50%.
[0432] When winning the activation lottery and the activation of the character factor or the skill factor is determined, the hint level is determined by lottery. At this time, as shown in FIG. 36A, for each factor level, the winning probability of the hint level from level 1 to level 5 is set. Here, when the factor level is level 1, the hint level 1 is determined with a probability of 40%, the hint level 2 is 30%, the hint level 3 is 15%, the hint level 4 is 10%, and the hint level 5 is 5%.
[0433] Also, when the factor level is level 2, the hint level of level 1 has a 15% probability, the hint level of level 2 has a 20% probability, the hint level of level 3 has a 40% probability, the hint level of level 4 has a 15% probability, and the hint level of level 5 has a 10% probability of being determined. Also, when the factor level is level 3, the hint level of level 1 has a 5% probability, the hint level of level 2 has a 15% probability, the hint level of level 3 has a 25% probability, the hint level of level 4 has a 40% probability, and the hint level of level 5 has a 15% probability of being determined. As is also clear from FIG. 36A, the higher the factor level, the higher the probability of determining a high hint level such as level 5 or level 4.
[0434] Here, when the character to be trained acquires a hint level due to the activation of a factor, the determination ratio of the hint level is common for all factors. However, the determination ratio of the hint level may vary depending on the type of factor. Also, although multiple skill factors are provided, the determination ratio of the hint level may vary depending on the factors classified as skill factors.
[0435] FIG. 36B is a diagram for explaining the relationship between the factor level and the increase value of the ability parameter. When a race factor and a scenario factor are activated, the ability parameter associated with the activated factor increases. Each factor classified as a race factor and a scenario factor has one or more ability parameters to be increased when the factor is activated associated with it. For example, when a scenario factor associated with the ability parameter of speed is activated, the ability parameter of speed increases. At this time, the increase value of the ability parameter is determined by lottery.
[0436] As shown in FIG. 36B, the increase value of the ability parameter that increases due to the activation of the race factor or the scenario factor is either “+5”, “+10”, or “+15”. Here, as shown in FIG. 36B, for each factor level, the winning probabilities of “+5”, “+10”, and “+15” are set. Specifically, when the factor level is level 1, “+5” is determined with a probability of 70%, “+10” with a probability of 20%, and “+15” with a probability of 10%. Also, when the factor level is level 2, “+5” is determined with a probability of 30%, “+10” with a probability of 50%, and “+15” with a probability of 20%. Further, when the factor level is level 3, “+5” is determined with a probability of 10%, “+10” with a probability of 60%, and “+15” with a probability of 30%.
[0437] Note that a plurality (here, three) of factors classified as scenario factors are provided. Here, for all factors classified as scenario factors, the determination ratio of the increase value of the ability parameter is common. However, the determination ratio of the increase value of the ability parameter may differ depending on the factor.
[0438] As described above, according to the present embodiment, a trigger lottery is executed for each factor associated with the inherited character. At this time, the higher the factor level, the higher the probability of winning in the trigger lottery. Also, when the activation of the factor is determined, the generated utility is determined. At this time, the higher the factor level, the higher the probability of generating an advantageous utility.
[0439] FIG. 37A is a diagram for explaining an example of a scenario factor. In the present embodiment, three scenario factors, namely a ball game factor, a fighting game factor, and a variety factor, are provided. As described above, when the training game ends and the training of the character to be trained is completed, a trained character is generated. At this time, factor information is associated with the trained character according to preset conditions. That is, when the training game is completed, a trained character is generated by associating any one of a plurality of types of factor information with the character to be trained with at least one or more parameters associated therewith.
[0440] Factor information associated with the nurtured character has acquisition conditions set for each factor. The acquisition conditions vary depending on the factor type into which the factor is classified or for each individual factor. At the end of the nurturing game, it is determined whether the acquisition conditions are met, and the factors for which the acquisition conditions are met are associated with the nurtured character.
[0441] For scenario factors, winning the factor acquisition lottery is set as the acquisition condition. The acquisition probability, which is the probability of obtaining a scenario factor in this factor acquisition lottery, is set based on the results of the tournaments in the main nurturing game. Specifically, in this scenario, 5 tournaments are held in the main nurturing game. The acquisition probability of the ball game factor is set to the number of tournaments in which the number of wins in the ball game competition genre is 1 or more × 6%. Therefore, if the number of wins in the ball game competition genre is 1 or more in all 5 tournaments, the acquisition probability is 30%.
[0442] Similarly, the acquisition probability of the fighting factor is set to the number of tournaments in which the number of wins in the fighting competition genre is 1 or more × 6%, and the acquisition probability of the variety factor is set to the number of tournaments in which the number of wins in the variety competition genre is 1 or more × 6%. Thus, the three scenario factors each correspond to one of the three competition genres, and the acquisition probability is set based on the results of the tournaments in the corresponding competition genre.
[0443] When the main nurturing game ends, the acquisition probability for each of the three scenario factors is calculated based on the tournament results. Then, based on the calculated acquisition probability, a factor acquisition lottery is executed for each scenario factor. The scenario factor that wins the factor acquisition lottery is associated with the nurtured character. Therefore, the nurtured character generated by playing the nurturing game in this scenario may have three scenario factors associated with it, or may not have any scenario factors associated with it.
[0444] FIG. 37B is a diagram for explaining an example of the utility by scenario factors. A speed ability parameter is associated with the ball game factor, and when the ball game factor is activated, the speed ability parameter increases. Also, a power ability parameter is associated with the fighting game factor, and when the fighting game factor is activated, the power ability parameter increases. Further, a perseverance ability parameter is associated with the variety factor, and when the variety factor is activated, the perseverance ability parameter increases.
[0445] Also, here, when the scenario factor is activated, skill points are given. Note that the skill points given by the activation of the scenario factor are fixed values regardless of the factor level. However, similar to the ability parameter, the point value given by lottery based on the factor level may be determined for the skill points.
[0446] Furthermore, in the inheritance event, it is determined whether a specific condition is satisfied, and when the specific condition is satisfied, a special utility occurs. This special utility can occur commonly in all scenarios, not limited to this scenario. However, it may be assumed that the special utility can occur only in this scenario or only in a preset scenario.
[0447] Here, it is set as a specific condition that all three scenario factors are activated in one factor activation turn, that is, in one inheritance event. Therefore, when all three scenario factors are activated in one inheritance event, a special utility occurs. Here, as the special utility, the character to be trained acquires a skill hint for a special skill. This special skill can be acquired only when the skill hint for the special skill is acquired. Therefore, in the inheritance event, the special skill can be acquired only when the specific condition is satisfied.
[0448] However, even if other conditions are met, the special skill may be acquirable. Also, the effect of the special skill, that is, the specific content of the special skill is not particularly limited. Here, when a specific condition is met, the hint level of the special skill is determined. The method for determining the hint level of the special skill is the same as the method for determining the hint level when the skill factor is activated, as shown in FIG. 36A. However, the hint level of the special skill is determined by the lottery ratio when the factor level shown in FIG. 36A is level 3, regardless of the factor levels of the three scenario factors.
[0449] Note that the specific conditions for the occurrence of the above special utility are merely examples. For example, in one inheritance event, the activation of one or more preset numbers of scenario factors may be set as a specific condition. Alternatively, in one cultivation game, the activation of one or more preset numbers of scenario factors may be set as a specific condition. At this time, the number of activated scenario factors determined to satisfy the specific condition is not particularly limited.
[0450] Also, in one main cultivation game, the inheritance event is executed three times. In the three inheritance events, the scenario factors that have already been activated in the previous inheritance event may also be activated repeatedly. Therefore, for example, in one cultivation game, the number of activations of the scenario factor being equal to or more than a predetermined number may be set as a specific condition. In addition to the specific conditions of this embodiment or each of the above modification examples, it may also be set that a specific lottery is won. In this case, when it is determined that each of the above specific conditions is satisfied, the specific lottery is executed, and when winning the specific lottery, a special utility may occur.
[0451] As described above, according to the present embodiment, based on a plurality of factor information, it is determined whether or not a preset specific condition is satisfied, and when the specific condition is satisfied, a special effect is generated. As a result, higher strategicity is required for the selection of inherited characters, and the interestingness of the game is improved. Also, for example, in addition to generating a highly capable trained character, generating a trained character associated with three scenario factors can also be an objective of the training game. In this way, the objectives of the training game are diversified, and the player's motivation to play is improved.
[0452] FIG. 38A is a first diagram for explaining the skill screen 310. FIG. 38B is a second diagram for explaining the skill screen 310. When the skill command 216a on the top screen 210 is operated, the skill screen 310 shown in FIG. 38A is displayed on the display 26. On the skill screen 310, a skill point display section 214 is displayed. In the skill point display section 214, the current skill points possessed by the character to be trained (player) are displayed as in the above. Note that the character to be trained can acquire skill points by successful training or the occurrence of various events.
[0453] Below the skill point display section 214, a skill display area 311 is provided. In the skill display area 311, a plurality of skill display columns 312 are provided. In the skill display column 312, acquired skills, possessed skills preset for the character to be trained, possessed skills acquired due to the occurrence of various events, etc. are displayed. Note that in FIG. 38A, three skill display columns 312 are displayed in the skill display area 311, but when a flick operation in the vertical direction is input to the skill display area 311, additional skill display columns 312 are displayed in the skill display area 311.
[0454] In the skill display area 311, the name of the skill, the activation conditions of the skill, the effects when activated, etc. are displayed. Also, on the right side of the skill display area 311, a required point display section 313 is displayed. In the required point display section 313, the skill points required to acquire the skill are displayed. Also, in the required point display section 313, an operation section marked with "+" or "-" is provided. The player can select the skill displayed in the skill display column 312 by operating the operation section marked with "+". Also, the player can cancel the selection state of the skill displayed in the skill display column 312 by operating the operation section marked with "-".
[0455] In addition, when a first hint event or a second hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Also, before the start of the training game, when the hint level of the character is enhanced, the skill points required to acquire the possessed skill are also discounted. Here, for the possessed skill for which a hint has been obtained, the discounted skill points are displayed in the required point display section 313. At this time, a discount rate display icon 314 indicating the discount rate is displayed in the skill display column 312.
[0456] Also, in the skill screen 310, the skill display column 312 corresponding to the acquirable skill and the skill display column 312 corresponding to the non - acquirable skill are separately displayed. For example, the skill display column 312 corresponding to the acquired skill and the skill display column 312 corresponding to the possessed skill that cannot be acquired due to insufficient skill points are grayed out (indicated by cross - hatching in the figure). Note that in the skill display column 312 corresponding to the acquired skill, an icon marked with "acquired" is displayed instead of the required point display section 313.
[0457] Below the skill display area 311, there are also provided a determination operation unit 315a, a reset operation unit 315b, and a return operation unit 315c. When the determination operation unit 315a is operated in the selected state of any skill, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring the skill is input on the confirmation screen, acquisition information is associated with the selected skill. That is, the possessed skill is updated to the acquired skill.
[0458] For example, assuming that the skill corresponding to the skill display column 312 displayed at the uppermost row of the skill display area 311 is acquired in the state shown in FIG. 38A. In this case, as the skill is acquired, the skill screen 310 is updated as shown in FIG. 38B. Here, the skill display column 312 displayed at the uppermost row of the skill display area 311 is grayed out. Also, in the skill point display unit 214, the remaining skill points after the acquisition of the skill are displayed.
[0459] When the reset operation unit 315b is operated, the selected state of all skills is cancelled. When the return operation unit 315c is operated, the skill screen 310 is closed and the top screen 210 is displayed.
[0460] FIG. 39 is a diagram for explaining an example of the list information of skills. The player terminal 1 and the server 1000 store the list information of skills. Each skill is associated with a unique skill ID. The skill ID is identification information for identifying the skill. Various information such as the skill name, utility information indicating the utility of the skill, and the skill points required to acquire the skill are associated with the skill ID. Also, during the training main game, the skill state is managed for each skill ID.
[0461] FIG. 40 is a diagram for explaining an example of a skill state. The skill state is information for identifying whether the character to be trained can acquire a state. Here, three skill states are provided: "00" indicating an impossible acquisition state, "01" indicating a possible acquisition state, and "02" indicating an acquired state. During the main training game, one of the above three skill states is associated with each skill ID. Although three skill states are provided here, other skill states may be provided.
[0462] The impossible acquisition state of "00" indicates that the character to be trained cannot acquire the skill. That is, the character to be trained cannot acquire the skill whose skill state is set to the impossible acquisition state of "00". For example, for a skill for which a skill hint has not been acquired by an event or the like that occurs during the main training game, rather than the skills possessed by the character to be trained, the skill state is set to the impossible acquisition state of "00".
[0463] On the other hand, for a skill that is a skill possessed by the character to be trained or for which a skill hint has been acquired by an event or the like that occurs during the main training game and that the character to be trained has not acquired, the skill state is set to the possible acquisition state of "01". Therefore, for example, when a hint event occurs for a skill whose skill state is set to the impossible acquisition state of "00", the skill state of the skill is updated to the possible acquisition state of "01".
[0464] That is, the parameters associated with the character to be trained include a plurality of types of skills set to the possible acquisition state (01) or the impossible acquisition state (00). Then, when a predetermined acquisition condition is satisfied, the acquired information (acquired state (02)) of the skill set to the possible acquisition state (01) is associated with the character to be trained. Therefore, for example, when the above-described special effect occurs, the skill state of the special skill is changed from the impossible acquisition state (00) to the possible acquisition state (01).
[0465] Also, for the skills set for the skills possessed by the character to be trained, at the start of the main training game, the skill state is updated to the acquirable state of "01".
[0466] Also, in the skill screen 310 shown in FIGS. 38A and 38B, when an operation to acquire a skill is input, the character to be trained acquires the skill. At this time, the skill state of the acquired skill is updated from the acquirable state of "01" to the acquired state of "02". In other words, by updating the skill state to the acquired state of "02", it means that the character to be trained has acquired the skill. In the skill screen 310 shown in FIGS. 38A and 38B, skills in the acquirable state of "01" or the acquired state of "02" are displayed in the skill display column 312.
[0467] FIG. 41 is a diagram for explaining an example of hint level list information. The player terminal 1 and the server 1000 are provided with hint level list information. In the player terminal 1 and the server 1000, the skill IDs of the skills in the acquirable state with the skill state of "01" are extracted and stored in the hint level list information. And in the hint level list information, as shown in FIG. 41, the hint level is stored for each skill ID.
[0468] For example, when the character to be trained acquires a hint due to the occurrence of various events including the above inheritance event, the hint level is updated in the hint level list information. Note that in the skill screen 310 shown in FIGS. 38A and 38B, a discount rate display icon 314 is displayed based on the hint level list information.
[0469] FIG. 42A is a first diagram for explaining the race selection screen 320. When the race command 215e on the top screen 210 is operated, the race selection screen 320 shown in FIG. 42A is displayed. The race has a gameplay in which the character to be trained races against a so-called non-player character (hereinafter referred to as an NPC).
[0470] In the center of the race selection screen 320, a race selection operation unit 321 for selecting the race event in which the character to be trained will participate is displayed. Also, at the bottom of the race selection screen 320, a start operation unit 322 is displayed. Note that the races that can be selected by the race selection operation unit 321 on the race selection screen 320 are preset for each turn.
[0471] Also, for each race, starting conditions are preset, and the player can make the character to be trained participate only in races that meet the starting conditions. As described above, there are races in which the number of fans is defined as a starting condition. For a race that does not meet the defined number of fans, as shown in FIG. 42A, the starting conditions are displayed on the race selection operation unit 321, and it is notified that the race cannot be selected. Also, at the target turn when the target race is set, only the target race is displayed as selectable on the race selection screen 320.
[0472] FIG. 42B is a diagram for explaining the race start screen 330. When the start operation unit 322 is operated in a state where the race event of the race in which the player participates with the race selection operation unit 321 is selected, the race start screen 330 shown in FIG. 42B is displayed. In the center of the race start screen 330, a strategy display unit 331 is displayed. Also, in the strategy display unit 331, the currently selected strategy (push, pass, lead, escape) is highlighted. Also, a change operation unit 332 is displayed in the strategy display unit 331. When the change operation unit 332 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the race to any strategy by operating on the strategy change screen.
[0473] Also, at the bottom of the race start screen 330, a result operation unit 333 and a race operation unit 334 are displayed. When the race operation unit 334 is operated, a race screen (not shown) is displayed on the display 26. In the race screen, a video of the progress of the race (hereinafter also referred to as a race video) is displayed.
[0474] FIG. 42C is a first diagram for explaining the race result screen 340. FIG. 42D is a second diagram for explaining the race result screen 340. When the playback of the above race video ends and when the result operation unit 333 is operated, the race result screen 340 is displayed on the display 26. On the race result screen 340, as shown in FIG. 42C, the finishing order of the character to be trained in the race is displayed. Also, on the race result screen 340, as shown in FIG. 42D, the class of the current character to be trained is displayed.
[0475] In this embodiment, the characters to be trained are classified according to the number of fans acquired. A fan number range is set for each class. Here, depending on the number of fans, the character to be trained is classified into one of eight classes. On the race result screen 340, the cumulative number of fans obtained in this race added to the number of fans acquired previously is displayed. Also, the current class corresponding to the cumulative number of fans is displayed for identification.
[0476] As described above, in the main training game, as the turn progresses, the ability parameters of the character to be trained increase. The ability parameters increase due to the success of training or the occurrence of various events. And when all turns in the main training game end, the training game ends. Also, if the goals set for each character cannot be achieved during the main training game, the training game ends at that point.
[0477] Here, when the training game ends, the character to be trained trained in the training game is stored as a trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as trained character information) is stored in association with the player ID. Note that the trained character information is stored in both the player terminal 1 and the server 1000. The trained character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
[0478] When the breeding game ends, the evaluation score of the bred breeding character is calculated. Here, the evaluation score is calculated based on the ability parameters, aptitude parameters, acquired skills, race performance, team race performance, etc. at the end of the breeding game. Note that the method for calculating the evaluation score, in other words, the calculation formula for calculating the evaluation score, is prepared in advance, and the evaluation score is calculated based on a predetermined calculation formula. Note that the method for calculating the evaluation score and the calculation formula are not particularly limited. For example, when the breeding character participates in a race in a team competition game or other games, such as the ability parameters, aptitude parameters, acquired skills, etc. at the end of the breeding game, the evaluation score may be calculated based only on the parameters that affect the race result.
[0479] In addition, a breeding rank is set for the bred breeding character based on the evaluation score. The breeding rank is an index indicating the strength of the bred breeding character, and a range of evaluation scores is associated with each breeding rank. For example, a breeding rank of "A+" is given to a breeding character with an evaluation score of 13000 to 14499, and a breeding rank of "S" is given to a breeding character with an evaluation score of 14500 to 15499. In this way, by giving a breeding rank based on the evaluation score, the general strength of the bred breeding character becomes easy to understand. Note that the breeding character information also includes the evaluation score and the breeding rank.
[0480] FIG. 43A is a first diagram for explaining the breeding completion screen 350. FIG. 43B is a second diagram for explaining the breeding completion screen 350. FIG. 43C is a third diagram for explaining the breeding completion screen 350. When the breeding game ends, as shown in FIG. 43A, the breeding completion screen 350 is displayed on the display 26. On the breeding completion screen 350, first, the breeding rank of the bred breeding character is displayed, and then, as shown in FIG. 43B, the evaluation score is displayed.
[0481] In addition, when a predetermined time has elapsed since the evaluation score was displayed, as shown in FIG. 43C, the ability parameters, suitability parameters, and acquired skills of the cultivated character are displayed on the cultivation completion screen 350. At this time, a close operation unit 351 is provided on the cultivation completion screen 350. When the close operation unit 351 is tapped, the cultivation completion screen 350 becomes non-displayed, and the home screen 100 is displayed on the display 26.
[0482] Note that when the cultivation game ends, a lottery for factors acquired by the cultivated character is performed, and factor information is linked and stored in the cultivated character. Although not shown, on the cultivation completion screen 350, the player can display the factor information acquired by the cultivated character. The lottery for factors is executed according to preset conditions for each factor type. The acquisition probability of factors and the like are set based on the results of the cultivation game.
[0483] Also, although detailed description is omitted, the player can retire from the ongoing cultivation game, that is, end the cultivation game halfway, by performing a predetermined operation. In this way, when the player retires from the cultivation game, the cultivation game ends without generating a cultivated character.
[0484] As described above, in the cultivation game, various parameters associated with the cultivation target character are updated. When the cultivation game is completed, the player can possess the cultivated character associated with the parameters at the time of completion of the cultivation game. The cultivated character generated in this way can participate in the above-described race game. Therefore, the player will repeatedly play the cultivation game aiming to generate a cultivated character with higher parameters.
[0485] Next, the functional configurations of the player terminal 1 and the server 1000 will be described.
[0486] (Functional Configuration of Player Terminal 1) FIG. 44 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. In the memory 12, a program storage area 12a and a data storage area 12b are provided. When the game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0487] The terminal-side game control program includes an information setting processing program 700, a breeding game execution program 701, and a processing program 702 at the time of completion of breeding. Note that the programs listed in FIG. 44 are merely examples, and there are many other programs provided in the terminal-side game control program.
[0488] In the data storage area 12b, as a storage unit for storing data, a player information storage unit 750 and a game information storage unit 751 are provided. Note that there are many other storage units provided in the data storage area 12b. Here, information directly related to the game (hereinafter referred to as game information), such as a breeding game, is stored in the game information storage unit 751. Note that provisional registration of various information during the progress of each game, such as a breeding game, is also made in the game information storage unit 751. Therefore, all information related to the bred breeding character in the breeding game is stored in the game information storage unit 751.
[0489] Also, for example, information regarding the player or other players, setting information of the player terminal 1, items possessed by the player, support cards, etc., all information other than game information is regarded as player information. The player information is information associated with the player ID and is stored in the player information storage unit 750.
[0490] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a processing unit 702a at the time of cultivation completion.
[0491] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the cultivation game execution program 701 and the processing program 702 at the time of cultivation completion, causing them to function as the cultivation game execution unit 701a and the processing unit 702a at the time of cultivation completion, respectively.
[0492] When various types of information are set in the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0493] The cultivation game execution unit 701a executes all processes related to the cultivation game. Specifically, the cultivation game execution unit 701a executes the preparation stage process and the cultivation stage process.
[0494] At the completion of the cultivation game, the processing unit 702a at the time of cultivation completion stores the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used for cultivation of the cultivated character.
[0495] (Functional Configuration of Server 1000) FIG. 45 is a diagram for explaining the configuration of the memory 1012 in the server 1000 and the functions as a computer. In the memory 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0496] The server-side game control program includes an information setting processing program 1100, a breeding game execution program 1101, and a breeding game end processing program 1102. Note that the programs listed in FIG. 45 are just examples, and there are many other programs provided in the server-side game control program.
[0497] In the data storage area 1012b, as a storage unit for storing data, a player information storage unit 1150 and a game information storage unit 1151 are provided. Note that there are many other storage units provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151 associated with the player ID. Also, the player information of all players is stored in the player information storage unit 1150 associated with the player ID.
[0498] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a breeding game execution unit 1101a, and a breeding game end processing unit 1102a.
[0499] Specifically, the CPU 1010 operates the information setting processing program 1100 to cause the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the cultivation game execution program 1101 and the cultivation game end processing program 1102 to cause them to function as the cultivation game execution unit 1101a and the cultivation game end processing unit 1102a, respectively.
[0500] When various types of information are set on the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.
[0501] The cultivation game execution unit 1101a executes all processes related to the cultivation game.
[0502] When the cultivation game ends, the cultivation game end processing unit 1102a derives evaluation points, cultivation ranks, etc. for the cultivated cultivation character. In addition, the cultivation game end processing unit 1102a determines the factors acquired by the cultivation character by lottery. Then, the cultivation character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for cultivation, etc. of the cultivation character is associated with the player ID and stored in the game information storage unit 1151.
[0503] Note that the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but the specific processing contents and the range of player information to be stored are different from each other. Also, the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 are common in that they both execute processes related to the cultivation game, but their roles, that is, the scope of responsibility, are different.
[0504] The processes performed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below using a flowchart.
[0505] (Processing of Player Terminal 1 and Server 1000) (Processing Related to Breeding Game) FIG. 46 is a sequence diagram for explaining the processing of player terminal 1 and server 1000 related to the breeding game. In the following description, the processing in player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in server 1000 is denoted as Sn (n is an arbitrary integer).
[0506] When the player performs various setting change operations on player terminal 1, the information setting processing unit 700a of player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting processing, the update information is transmitted to server 1000. At server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0507] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when an operation to add another player as a friend or an operation to unfriend a player is input as the setting change operation, the friend information, which is information regarding friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed for executing the breeding game. When the game points are less than the upper limit value, the information setting processing units 700a and 1100a measure time and grant a predetermined value of game points to the player at predetermined intervals.
[0508] When a breeding game start operation for starting the breeding game is input on player terminal 1, the breeding game execution unit 701a executes preparation stage processing (P6). Also, during this preparation stage processing, communication processing is performed between player terminal 1 and server 1000. At server 1000, based on the information received from player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6).
[0509] FIG. 47 is a flowchart for explaining the preparation stage process (P6) in the player terminal 1. The cultivation game execution unit 701a of the player terminal 1 executes a cultivation target character selection screen display process (P6-1). Here, the cultivation game execution unit 701a displays the cultivation target character selection screen 150, and temporarily registers the cultivation target character based on the player's operation input.
[0510] Specifically, when a display switching operation for switching the display of the screen is input by the player, the cultivation game execution unit 701a switches the display screen of the display 26. For example, when a long press operation on the character icon 151 is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a displays the character details screen 160. Also, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Further, when a selection operation (operation on the character icon 151) is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a temporarily registers the character corresponding to the character icon 151 on which the selection operation is input, and switches the display screen.
[0511] Also, when a determination operation (operation on the next operation unit 154) is input on the cultivation target character selection screen 150, the cultivation game execution unit 701a temporarily registers the temporarily registered character as the cultivation target character. Further, the cultivation game execution unit 701a acquires information about the representative character extracted according to a predetermined extraction condition, such as the representative character of the friend, from the server 1000, and displays the inheritance character selection screen 170.
[0512] Next, the breeding game execution unit 701a executes inheritance character selection screen display processing (P6-2). Here, when a display switching operation is input, the breeding game execution unit 701a switches the display screen of the display 26. Also, in the breeding character list screen 180, when a selection operation (operation of the breeding character icon 182) is input, the breeding game execution unit 701a temporarily registers the character corresponding to the breeding character icon 182 for which the selection operation input has been performed as an inheritance character, and switches the display screen.
[0513] Also, in the inheritance character selection screen 170, when a determination operation (operation of the next operation unit 154) is input, the breeding game execution unit 701a displays the support card compilation screen 190 on the display 26.
[0514] Next, the breeding game execution unit 701a executes support card selection screen display processing (P6-3). Here, when a selection operation (operation of the card icon 201 of the support card) is input, the breeding game execution unit 701a temporarily registers the support card corresponding to the card icon 201 for which the selection operation has been performed, and switches the display screen.
[0515] Also, during the display of the support card compilation screen 190, when a display switching operation for switching the display of the screen is input, the breeding game execution unit 701a switches the display screen of the display 26. Also, when a determination operation (operation of the start operation unit 193) is input, the breeding game execution unit 701a displays the final confirmation screen 205 on the display 26.
[0516] Next, the breeding game execution unit 701a executes final confirmation screen display processing (P6-4). Here, when a display switching operation for switching the display of the screen is input, the breeding game execution unit 701a switches the display screen of the display 26.
[0517] Also, on the preset selection screen 205A, when a selection operation (operation of the select operation unit 206c) is input, the training game execution unit 701a temporarily registers reservation selection information corresponding to the preset for which the selection operation input has been made, and switches the display screen.
[0518] In the final confirmation screen display process, it is determined whether the inherited characters temporarily registered in P6-2 and the support cards temporarily registered in P6-3 satisfy the conditions for starting the main training game. Also, the conditions for starting the main training game include that the game points are equal to or more than a predetermined value (for example, 30). Here, when all the conditions for starting the main training game are satisfied, the start operation unit 205b is enabled, and when all the conditions are not satisfied, the start operation unit 205b is disabled. That is, in the final confirmation screen display process, the start operation unit 205b is enabled only when all the conditions for starting the main training game are satisfied.
[0519] On the final confirmation screen 205, when a determination operation (operation of the enabled start operation unit 205b) is input, the training game execution unit 701a transmits confirmation information to the server 1000. Note that the confirmation information includes information for identifying the temporarily registered training target character, inherited character, and support card. When the confirmation information is received, the server 1000 executes a preparation stage process (S6). Although details will be described later, in the server 1000, a determination of permission to execute the main training game is made. When it is determined that the execution of the main training game is possible, the player terminal 1 receives permission information from the server 1000.
[0520] After transmitting the confirmation information and receiving the permission information from the server 1000, the training game execution unit 701a performs a preparation stage completion process (P6-5). Here, the training game execution unit 701a registers the temporarily registered training target character. Also, the training game execution unit 701a registers the training character temporarily registered as an inherited character and the temporarily registered support card in the deck.
[0521] In addition, the breeding game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information. Also, the breeding game execution unit 701a sets the initial character identification information. Further, the breeding game execution unit 701a registers the reservation selection information of the temporarily registered preset. As a result, the preparation stage comple...
Claims
1. Among the game media for completed breeding stored upon completion of the breeding game, a process of setting the game media for completed breeding selected by the player as an inherited game media to be used in a newly started breeding game, and a process of proceeding with the breeding game for breeding a breeding target game media using the set inherited game media based on the player's operation input, and a process of generating and storing the game media for completed breeding by associating any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated upon completion of the breeding game, and causing a computer to execute, the process of proceeding with the breeding game includes a utility generation process of generating a utility based on the inheritance information associated with the inherited game media, the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game media, and a process of determining whether a preset specific condition is satisfied based on a plurality of the inheritance information, and generating a special utility when the specific condition is satisfied, and includes, the parameters associated with the breeding target game media include a plurality of types of acquisition parameters set in an acquirable state or a non-acquirable state, the process of proceeding with the breeding game includes a process of associating acquired information of the acquisition parameter set in the acquirable state with the breeding target game media when a predetermined acquisition condition is satisfied, the process of generating the special utility changes a predetermined one of the acquisition parameters from the non-acquirable state to the acquirable state, an information processing program.
2. Among the game media for completed breeding stored upon completion of the breeding game, a process of setting the game media for completed breeding selected by the player as an inherited game media to be used in a newly started breeding game, and a process of proceeding with the breeding game for breeding a breeding target game media using the set inherited game media based on the player's operation input, and a process of generating and storing the game media for completed breeding by associating any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated upon completion of the breeding game, and causing a computer to execute, the process of proceeding with the breeding game including an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium, the effect generation process includes: a process of updating the parameter corresponding to the inheritance information among the parameters associated with the cultivation target game medium; a process of determining whether a preset specific condition is satisfied based on a plurality of pieces of the inheritance information, and generating a special effect when the specific condition is satisfied; a process of storing history information indicating the history of the generated effect or the inheritance information on which the effect was generated; and includes: determining whether the specific condition is satisfied based on the history information; an information processing program.
3. A process of setting, as an inheritance game medium to be used in a newly started cultivation game, the cultivation completion game medium selected by a player among the cultivation completion game media stored by the completion of a cultivation game; a process of advancing the cultivation game for cultivating a cultivation target game medium using the set inheritance game medium based on an operation input of a player; a process of generating and storing a cultivation completion game medium by associating any one of a plurality of types of inheritance information with the cultivation target game medium to which at least one parameter is associated by the completion of the cultivation game; to be executed by a computer, the process of advancing the cultivation game includes: including an effect generation process that generates an effect based on the inheritance information associated with the inheritance game medium, the effect generation process includes: a process of updating the parameter corresponding to the inheritance information among the parameters associated with the cultivation target game medium; a process of determining whether a preset specific condition is satisfied based on a plurality of pieces of the inheritance information, and generating a special effect when the specific condition is satisfied; and includes: the process of advancing the cultivation game includes: executing the effect generation process one or more times during the cultivation game, in the effect generation process, performing a triggering lottery for determining whether to generate the effect corresponding to each piece of the inheritance information, and generating the effect that won in the triggering lottery, determining whether the specific condition is satisfied based on the result of the triggering lottery of a plurality of pieces of the inheritance information in one execution of the effect generation process or the result of the triggering lottery of a plurality of pieces of the inheritance information during the cultivation game; an information processing program.
4. the process of advancing the cultivation game includes: When a plurality of the predetermined inheritance information is associated with the inheritance game medium, it is possible to determine that the specific condition is satisfied. The information processing program according to any one of claims 1 to 3.
5. The specific condition includes winning in a lottery that determines whether to generate the special effect. The information processing program according to any one of claims 1 to 3.
6. An information processing method performed by one or more computers, wherein the computer a process of setting, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by the player among the breeding completion game media stored by the completion of the breeding game; a process of advancing the breeding game for breeding the breeding target game medium using the set inheritance game medium based on the player's operation input; a process of generating and storing the breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one or more parameters are associated by the completion of the breeding game; performing The process of advancing the breeding game includes an effect generation process for generating an effect based on the inheritance information associated with the inheritance game medium, The effect generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; a process of determining whether a preset specific condition is satisfied based on a plurality of the inheritance information, and generating a special effect when the specific condition is satisfied; including The parameters associated with the breeding target game medium include a plurality of types of acquisition parameters set to an acquirable state or a non-acquirable state. The process of advancing the breeding game includes a process of associating acquired information of the acquisition parameter set to the acquirable state with the breeding target game medium when a predetermined acquisition condition is satisfied. The process of generating the special effect changes a predetermined acquisition parameter from the non-acquirable state to the acquirable state. Information processing method.
7. An information processing method performed by one or more computers, wherein the computer Among the cultivation completion game media memorized by the completion of the cultivation game, the process of setting the cultivation completion game media selected by the player as an inheritance game media to be used in a newly started cultivation game, The process of proceeding with the cultivation game for cultivating the cultivation target game media using the set inheritance game media based on the operation input of the player, The process of generating and memorizing the cultivation completion game media by associating any one of a plurality of types of inheritance information with the cultivation target game media to which at least one parameter is associated by the completion of the cultivation game, are performed, The process of proceeding with the cultivation game, includes an effect generation process for generating an effect based on the inheritance information associated with the inheritance game media, The effect generation process, includes the process of updating the parameter corresponding to the inheritance information among the parameters associated with the cultivation target game media, The process of determining whether or not a preset specific condition is satisfied based on a plurality of the inheritance information, and generating a special effect when the specific condition is satisfied, The process of memorizing the history of the generated effect or the history information indicating the inheritance information when the effect occurred, is included, Determining whether or not the specific condition is satisfied based on the history information, An information processing method.
8. An information processing method performed by one or more computers, wherein the computer, Among the cultivation completion game media memorized by the completion of the cultivation game, the process of setting the cultivation completion game media selected by the player as an inheritance game media to be used in a newly started cultivation game, The process of proceeding with the cultivation game for cultivating the cultivation target game media using the set inheritance game media based on the operation input of the player, The process of generating and memorizing the cultivation completion game media by associating any one of a plurality of types of inheritance information with the cultivation target game media to which at least one parameter is associated by the completion of the cultivation game, are performed, The process of proceeding with the cultivation game, includes an effect generation process for generating an effect based on the inheritance information associated with the inheritance game media, The effect generation process, includes the process of updating the parameter corresponding to the inheritance information among the parameters associated with the cultivation target game media, Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. If the specific condition is satisfied, perform a process of generating a special effect, including The process of advancing the breeding game is During the breeding game, execute the effect generation process one or more times. In the effect generation process, for each piece of inheritance information, execute a triggering lottery to determine whether to generate the effect corresponding to the inheritance information, and generate the effect that won in the triggering lottery. Based on the results of the triggering lottery for the plurality of pieces of inheritance information in one execution of the effect generation process, or based on the results of the triggering lottery for the plurality of pieces of inheritance information during the breeding game, determine whether the specific condition is satisfied. An information processing method.
9. Comprising one or more computers, The computer Among the breeding completion game media stored by the completion of the breeding game, set the breeding completion game media selected by the player as an inheritance game media to be used in a newly started breeding game. Based on the player's operation input, perform a process of advancing the breeding game of breeding a breeding target game media using the set inheritance game media. Upon completion of the breeding game, associate any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated, and generate and store the breeding completion game media. Perform The process of advancing the breeding game is Including an effect generation process of generating an effect based on the inheritance information associated with the inheritance game media. The effect generation process is Among the parameters associated with the breeding target game media, update the parameter corresponding to the inheritance information. Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. If the specific condition is satisfied, perform a process of generating a special effect. including The parameters associated with the breeding target game media include a plurality of types of acquisition parameters set in an acquirable state or a non-acquirable state. The process of advancing the breeding game is Including a process of associating acquired information of the acquisition parameter set in the acquirable state with the breeding target game media when a predetermined acquisition condition is satisfied. The process of generating the special effect is Change a predetermined acquisition parameter from the non-acquirable state to the acquirable state. An information processing system. Claim 10. A system comprising one or more computers, wherein the computers perform a process of setting, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by a player from among the breeding completion game media stored upon completion of a breeding game; perform a process of advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on an operation input of the player; perform a process of generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; and the process of advancing the breeding game includes a utility generation process of generating a utility based on the inheritance information associated with the inheritance game medium, wherein the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; a process of determining whether or not a preset specific condition is satisfied based on a plurality of pieces of the inheritance information, and if the specific condition is satisfied, generating a special utility; a process of storing a history of the generated utility or history information indicating the inheritance information for which the utility has been generated; and determines whether or not the specific condition is satisfied based on the history information; an information processing system. Claim 11. A system comprising one or more computers, wherein the computers perform a process of setting, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by a player from among the breeding completion game media stored upon completion of a breeding game; perform a process of advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on an operation input of the player; perform a process of generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; and the process of advancing the breeding game includes a utility generation process of generating a utility based on the inheritance information associated with the inheritance game medium, wherein the utility generation process includes a process of updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. If the specific condition is satisfied, perform a process of generating a special effect, including The process of advancing the breeding game is During the breeding game, execute the effect generation process one or more times, In the effect generation process, for each piece of inheritance information, execute a triggering lottery to determine whether to generate the effect corresponding to the inheritance information, and generate the effect that won in the triggering lottery, Based on the results of the triggering lottery for the plurality of pieces of inheritance information in one execution of the effect generation process, or based on the results of the triggering lottery for the plurality of pieces of inheritance information during the breeding game, determine whether the specific condition is satisfied, An information processing system.
12. Comprising one or more computers, The computer Among the breeding completion game media stored by the completion of the breeding game, set the breeding completion game media selected by the player as an inheritance game media to be used in a newly started breeding game, Based on the operation input of the player, perform a process of advancing the breeding game for breeding the breeding target game media using the set inheritance game media, Upon completion of the breeding game, generate and store a breeding completion game media by associating any one of a plurality of types of inheritance information with the breeding target game media to which at least one parameter is associated, perform The process of advancing the breeding game is Including an effect generation process for generating an effect based on the inheritance information associated with the inheritance game media, The effect generation process is Among the parameters associated with the breeding target game media, update the parameter corresponding to the inheritance information, Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. If the specific condition is satisfied, perform a process of generating a special effect, including The parameters associated with the breeding target game media include a plurality of types of acquisition parameters set in an acquirable state or a non-acquirable state, The process of advancing the breeding game is Including a process of associating acquired information of the acquisition parameter set in the acquirable state with the breeding target game media when a predetermined acquisition condition is satisfied, The process of generating the special effect is Change a predetermined acquisition parameter from the non-acquirable state to the acquirable state, A game device. [
13. ] comprising one or more computers, wherein the computer sets, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by the player from among the breeding completion game media stored upon completion of the breeding game; processes for advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on an operation input of the player; processes for generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; performs, the process for advancing the breeding game includes a utility generation process for generating a utility based on the inheritance information associated with the inheritance game medium, the utility generation process includes a process for updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; a process for determining whether or not a preset specific condition is satisfied based on a plurality of pieces of the inheritance information, and for generating a special utility when the specific condition is satisfied; a process for storing a history of the generated utility or history information indicating the inheritance information for which the utility has been generated; includes, determines whether or not the specific condition is satisfied based on the history information; a game device. [
14. ] comprising one or more computers, wherein the computer sets, as an inheritance game medium to be used in a newly started breeding game, the breeding completion game medium selected by the player from among the breeding completion game media stored upon completion of the breeding game; processes for advancing the breeding game for breeding a breeding target game medium using the set inheritance game medium based on an operation input of the player; processes for generating and storing a breeding completion game medium by associating any one of a plurality of types of inheritance information with the breeding target game medium to which at least one parameter is associated upon completion of the breeding game; performs, the process for advancing the breeding game includes a utility generation process for generating a utility based on the inheritance information associated with the inheritance game medium, the utility generation process includes a process for updating the parameter corresponding to the inheritance information among the parameters associated with the breeding target game medium; Based on the plurality of pieces of inheritance information, determine whether a preset specific condition is satisfied. When the specific condition is satisfied, perform a process that generates a special effect, and include the process of advancing the breeding game is during the breeding game, execute the effect generation process one or more times, in the effect generation process, for each piece of inheritance information, execute a triggering lottery to determine whether to generate the effect corresponding to the inheritance information, and generate the effect that won in the triggering lottery, determine whether the specific condition is satisfied based on the result of the triggering lottery of the plurality of pieces of inheritance information in one execution of the effect generation process, or based on the result of the triggering lottery of the plurality of pieces of inheritance information during the breeding game, a game device.
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