Information processing program, information processing method, information processing system, game device
By classifying commands with specific parameters and managing activation thresholds, the game enhances player engagement and interest through varied gameplay mechanics.
Patent Information
- Application Number
- JP2024024755
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-21
- Publication Date
- 2025-07-22
- Estimated Expiration
- 2044-02-21
AI Technical Summary
In conventional breeding games, the limited selection of commands for each turn leads to a decrease in player interest due to restricted options.
An information processing program that classifies commands into types, associates each command with specific parameters, updates these parameters based on player selection, determines threshold values, and activates utilities when thresholds are reached, managing the number of activations to enhance gameplay variety.
The solution improves the entertainment value of the game by providing varied command options and dynamic gameplay mechanics, increasing player engagement and interest.
Smart Images

Figure 0007711244000001_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 Art
[0002] Conventionally, as shown in, for example, Patent Document 1, there is known a breeding game in which parameters associated with a character to be bred are updated based on a player's operation input. This breeding game is composed of a plurality of turns, and the player can select any one of a plurality of commands for each turn. Each command defines an action to be executed on the character to be bred. Therefore, the player can select an action to be executed on the character to be bred in each turn.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above breeding game, the commands that the player can select are the same for each turn. Therefore, there is a problem that the player's options are limited and the interest of the game decreases.
[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 capable of improving the interest of a game.
Means for Solving the Problems
[0006] In order to solve the above problems, the information processing program A process of classifying into any of a plurality of types, designating the actions of the character to be trained, and making a plurality of commands each associated with a specific parameter selectable by the player as selectable commands, A process of updating one or more parameters associated with the character to be trained based on the selectable command selected by the player, A process of updating the specific parameter associated with the selectable command selected by the player, A process of determining for each type whether the total value of the specific parameters associated with each of the plurality of commands classified into the same type has reached a threshold value, A process of making it possible to activate the utility corresponding to the type for which it is determined that the total value of the specific parameter has reached the threshold value, Causing a computer to execute 、 The process that enables the activation of the aforesaid utility is to manage the number of activatable times of the aforesaid utility and, based on the selectable command being selected by the player, reduce the number of activatable times.
[0008] The process of making the utility activatable is For the type corresponding to the utility in a state where the number of activations is 1 or more, when it is determined that the total value of the specific parameter has reached the threshold value, the number of activations may be increased.
[0009] Each of the plurality of commands is associated with a specific parameter, The information processing program is A process of updating the specific parameter associated with the selectable command selected by the player, May cause a computer to execute.
[0010] Among the commands made selectable by the player as the selectable commands, there are commands not associated with the specific parameter, The process of making the selectable commands selectable by the player is repeatedly executed a plurality of times, The process of updating the specific parameter is If the specific parameter is not associated with the immediately previous selectable command selected by the player, the updated value of the specific parameter may be increased more than when the specific parameter is associated with the immediately previous selectable command selected by the player.
[0011] To solve the above problems, an information processing method is an information processing method performed by one or more computers, a process of classifying into any of a plurality of types, designating the actions of a character to be trained, and making a plurality of commands each associated with a specific parameter selectable by a player as selectable commands; a process of updating one or more parameters associated with the character to be trained based on the selectable command selected by the player; a process of updating the specific parameter associated with the selectable command selected by the player; a process of determining for each type whether the total value of the specific parameters associated with each of a plurality of the commands classified into the same type has reached a threshold; a process of enabling the activation of an effect corresponding to the type determined to have reached the threshold for the total value of the specific parameters; including See The process that enables the activation of the aforesaid utility is to manage the number of activatable times of the aforesaid utility and, based on the selectable command being selected by the player, reduce the number of activatable times.
[0012] To solve the above problems, an information processing system is equipped with one or more computers, wherein the computer a process of classifying into any of a plurality of types, designating the actions of a character to be trained, and making a plurality of commands each associated with a specific parameter selectable by a player as selectable commands; a process of updating one or more parameters associated with the character to be trained based on the selectable command selected by the player; updating the specific parameter associated with the selectable command selected by a player; a process of determining, for each command type, whether or not a total value of the specific parameters associated with each of the plurality of commands classified into the same command type has reached a threshold value; A process of enabling activation of a utility corresponding to a type determined to have reached a threshold value for the specific parameter; Carry out See The process that enables the activation of the aforesaid utility is to manage the number of activatable times of the aforesaid utility and, based on the selectable command being selected by the player, reduce the number of activatable times.
[0013] In order to solve the above problem, a game device includes: One or more computers; The computer, A process of making a plurality of commands, which are classified into one of a plurality of types, which specify the behavior of a character to be trained, and which are each associated with a specific parameter, selectable by a player as selectable commands; updating one or more parameters associated with the character to be trained based on the selectable command selected by a player; updating the specific parameter associated with the selectable command selected by a player; a process of determining, for each command type, whether or not a total value of the specific parameters associated with each of the plurality of commands classified into the same command type has reached a threshold value; A process of enabling activation of a utility corresponding to a type determined to have reached a threshold value for the specific parameter; Carry out See The process that enables the activation of the aforesaid utility is to manage the number of activatable times of the aforesaid utility and, based on the selectable command being selected by the player, reduce the number of activatable times. Effect of the Invention
[0014] According to the present invention, the entertainment value of the game can be improved.
Brief Description of the Drawings
[0015]
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MODE FOR CARRYING OUT THE INVENTION
[0016] With reference to the accompanying drawings, a detailed description will be given of one aspect of an embodiment of the present invention. The numerical values and the like shown in such an embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.
[0017] (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.
[0018] In the information processing system S of the present embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned 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.
[0019] 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 a smartphone, a mobile phone, a tablet device, a personal computer, a game device, and the like. In the present embodiment, the case where a smartphone is used as the player terminal 1 will be described.
[0020] Server 1000 is communicatively connected to a plurality of player terminals 1. Server 1000 stores various information for each player who plays the game. Further, Server 1000 mainly performs processes such as updating the stored information and causing player terminal 1 to download images and various information based on operations input from player terminal 1.
[0021] Communication base station Na is connected to communication network N and wirelessly transmits and receives information to and from player terminal 1. 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 player terminal 1 and server 1000.
[0022] (Hardware configurations of player terminal 1 and server 1000) FIG. 2A is a diagram for explaining the hardware configuration of player terminal 1. Further, FIG. 2B is a diagram for explaining the hardware configuration of server 1000. As shown in FIG. 2A, 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.
[0023] Also, as shown in FIG. 2B, 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.
[0024] Note that the configurations and functions of CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of server 1000 are substantially the same as those of CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of player terminal 1 will be described, and the description of server 1000 will be omitted.
[0025] The CPU 10 operates the program 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 program and various data necessary for controlling the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.
[0026] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0027] 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.
[0028] 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, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. to which the player's operation is input (accepted). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.
[0030] The output unit 24 includes a display device and a speaker. Note that the output unit 24 may be a device connected (externally) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel provided so as to overlap the display 26 as the input unit 22.
[0031] (Game content) Next, a game provided by the information processing system S and the game device G of the present embodiment will be described. A player can possess a game medium obtained by a lottery called a so-called gacha or a game medium distributed from the operator side. In the present embodiment, a player can possess a character card and a support card as game media. A character is always associated with the character card and the support card. Note that the character associated with the character card is a target to be trained in a training game. Hereinafter, the character associated with the character card may be simply referred to as a character.
[0032] Although details will be described later, in the game according to the present embodiment, a training game is provided. In the training game, a player can train a character and generate a trained character associated with various parameters. Further, the training game in the present embodiment has a gameplay of training a character associated with a character card while having the character participate in a race imitating horse racing.
[0033] FIG. 3A is a diagram for explaining an example of the home screen 100. When a 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.
[0034] Here, on the menu bar 102, a home screen selection operation unit 102a, a reinforcement screen selection operation unit 102b, a story screen selection operation unit 102c, a racing game selection operation unit 102d, and a gacha screen selection operation unit 102e are provided. In the menu bar 102, the operation unit corresponding to the currently displayed screen is highlighted so that the currently displayed screen can be identified.
[0035] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0036] When the reinforcement screen selection operation unit 102b is tapped, a reinforcement screen (not shown) is displayed. On the reinforcement screen, the player can strengthen the characters and support cards they possess. 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 rises. As the parameters of the characters and support cards increase, the player can cultivate a more powerful cultivated character with stronger status in the cultivation game.
[0037] Note that two parameters, the upper limit release stage and the level, are associated with the support cards possessed 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 for the level that can be increased is set. For example, when the upper limit release stage = 0 stage, the upper limit value of the level is "30", and when the upper limit release stage = 1 stage, the upper limit value of the level is "35". In this way, each time the upper limit release stage rises by one stage, the upper limit value of the level rises by "5".
[0038] Here, for all support cards, five levels from level 0 to level 4 are provided for the upper limit release stage. 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 surplus support cards. Specifically, the initial upper limit release stage of the support card is level 0. Suppose the player holds five copies of a certain support card with an upper limit release stage of level 0. In this case, the player can increase the upper limit release stage of the support card by four levels by consuming the four surplus support cards for one base support card. In this way, the player can increase the upper limit release stage of the support card by a maximum of four levels. As a result, the upper limit value of the level of the support card will increase by a maximum of "20".
[0039] Note that, as will be described in detail later, a rarity is preset for each support card. The upper limit value of the level at each upper limit release stage differs for each rarity of the support card.
[0040] 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.
[0041] When the race game selection operation unit 102d is tapped, a race game selection screen (not shown) is displayed. In this embodiment, various race games in which the trained characters trained in the training game described later can participate are provided. The player can select a race game in which the trained character participates on the race game selection screen. As a race game, there is a team competition game in which a team composed of a plurality of trained characters competes against a team of other players selected by the computer. The team competition game has a game nature of competing for rankings with other players.
[0042] 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.
[0043] Also, on the home screen 100, above the menu bar 102, a training game operation unit 104 is provided. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game described later is started. The training game is roughly divided into a preparation stage and a training stage. First, in the preparation stage, the player selects one character from the characters they possess and sets it as the character to be trained (hereinafter referred to as the training target character).
[0044] Also, in the preparation stage, the player sets the deck to be used when training the training target 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 training game, the inherited characters and support cards compiled in the deck are used.
[0045] When the setting of the training target character and the deck (inherited characters and support cards) is completed, the game transitions from the preparation stage to the training stage, and a game for training the training target character is started. In the training game, the parameters of the training target character 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 team competition games and the like.
[0046] Thus, the main objectives of the game in this embodiment are to generate trained characters through the training game and to improve the ranking of the team competition game using the trained characters.
[0047] In addition, in this embodiment, it has a function for sharing the nurtured character or support card among players and a function for sharing information among multiple players. The player can set the nurtured characters and support cards that can be used by other players in the nurturing 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.
[0048] 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, the information corresponding to the operation unit can be confirmed and set.
[0049] 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.
[0050] FIG. 3C is a diagram for explaining an example of the profile setting screen 120. On the profile setting screen 120, the player can confirm and set their own profile information. The profile information includes a profile character, player name, player ID, affiliated circle, representative character, and rental card.
[0051] 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 sharing information with other players. On the profile settings screen 120, the currently set profile character image 122 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.
[0052] Also, on the profile settings 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. Also, on the profile settings screen 120, a representative character setting operation section 126a and a rental card setting operation section 126b are provided.
[0053] 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 / 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.
[0054] 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 incorporated into the decks of other players and is used in the breeding games played by other players.
[0055] Although detailed description is omitted, when the profile information is set and changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0056] 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.
[0057] 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.
[0058] Note that when starting the breeding game, 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, for example, as a reward for 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.
[0059] (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).
[0060] 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 processing performed in the setting game will be referred to as preparation stage processing, and the processing performed in the main breeding game will be referred to as breeding stage processing. Here, for ease of understanding, the general flow in the preparation stage processing and the breeding stage processing will be described first.
[0061] As shown in FIG. 4, in the preparation stage processing, registration of the scenario, registration of the breeding target character, registration of the inherited character, registration of the support card, and registration of the specific character are performed in order. Note that the order of the above-mentioned registration and setting processes is only an example. Therefore, the order of the above-mentioned registration and setting processes can be changed as appropriate.
[0062] (Preparation Stage Processing) 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 the support character.
[0063] <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.
[0064] 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, events specific to the scenario are provided. 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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 the present 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.
[0069] 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. 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.
[0070] 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 are all "1400".
[0071] 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 are the common base value of "1200", the initial upper limit values of the stamina and wisdom ability parameters are "1600", and the initial upper limit value of the power ability parameter is "1400".
[0072] 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 the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. 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.
[0073] 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.
[0074] 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 a scenario ID of "0001", when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20".
[0075] 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.
[0076] 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.
[0077] <Registration of Character to be Trained> FIG. 6A is a diagram for explaining a 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 the characters possessed by the player are listed.
[0078] In addition, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the upper part of the training target character selection screen 150. Also, a return operation section 153 and a next operation section 154 are displayed at the lower part of the training target character selection screen 150.
[0079] 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.
[0080] Also, 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 training 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.
[0081] Here, in the ability parameter display section 152a, 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 value exceeding the common base value is displayed with a blinking display or in a different color.
[0082] 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.
[0083] In the present embodiment, the initial values of the 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" in the ability parameter display unit 152a, a stamina ability parameter marked as "Stamina" in the ability parameter display unit 152a, a power ability parameter marked as "Power" in the ability parameter display unit 152a, a determination ability parameter marked as "Spirit" in the ability parameter display unit 152a, and a wisdom ability parameter marked as "Wisdom" in the ability parameter display unit 152a.
[0084] 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.
[0085] 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 training main game. That is, the purpose of the training main game is to train a character with a higher numerical value of the ability parameter.
[0086] 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.
[0087] 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 one 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.
[0088] In this embodiment, initial values of appropriate parameters are set for each of a plurality of types of appropriateness for each character. Specifically, as appropriate parameters, appropriate parameters related to the field appropriateness of turf and dirt, appropriate parameters related to the distance appropriateness of short distance, mile, middle distance, and long distance, and appropriate parameters related to the leg quality appropriateness of escape, lead, drive, and pursuit are provided.
[0089] 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.
[0090] Note that the initial value of the appropriate parameter for each character may be increased by consuming in-game currency. Also, the value of the appropriate parameter may change in the main breeding game. Also, in the main breeding game, the appropriate parameter may be set to S which is more appropriate than A.
[0091] FIG. 6B is a first diagram for explaining the character details screen 160. Further, FIG. 6C is a second diagram for explaining the character details screen 160. When the character icon 151 on the character selection screen 150 for training 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 are displayed.
[0092] In the central part of the character details screen 160, a skill operation section 161 and an event operation section 162 are displayed. As shown in FIG. 6B, when the character details screen 160 is first displayed, the skill operation section 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. The race development of each character is advantaged by the activation of skills.
[0093] FIG. 7C is a diagram for explaining skills. As shown in FIG. 7C, each character has a plurality of skills. As shown in FIG. 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 to be trained can be acquired. Note that a skill does not activate during a race just by being possessed, and can only be activated 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 referred to as an acquired skill.
[0094] One acquired skill is set for a character from the start of the main training game. In addition to the acquired skill, a plurality of possessed skills are set for a character. The possessed skills can be acquired by consuming skill points described later after the start of the main training game. That is, the possessed skills can become acquired skills in exchange for skill points.
[0095] In this embodiment, the skills indicated by "◎" in FIG. 7C are displayed as acquired skills on the character details screen 160 in FIG. 6B. Also, the skills indicated by "〇" in FIG. 7C are displayed as possessed skills on the character details screen 160 in FIG. 6B. In this embodiment, as shown in the character details screen 160 in FIG. 6B, the acquired skills are highlighted so that the acquired skills and the possessed skills can be easily distinguished.
[0096] 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 possessed skills are displayed in the possessed skill display column 161b. Note that the number of acquired skills and possessed skills may vary for each character. Also, for example, the number of acquired skills or possessed skills of each character may increase due to an increase in the character level, consumption of in-game currency or items, etc.
[0097] Here, the possessed skills include awakening skills. An awakening skill is a skill that is linked to a character as a possessed skill from the start of the training game when the liberation condition is satisfied. That is, an awakening skill for which the liberation condition is not satisfied is not a possessed skill at the start of the training game. However, even an awakening skill for which the liberation condition is not satisfied may become a possessed skill during the main training game.
[0098] 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. Also, for example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as 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.
[0099] In this embodiment, the awakening level of the character is set as the release condition for the awakening skill. The above-described status level and the awakening level are associated with the character (character card). The player can individually increase the status level and the awakening level. As shown in FIG. 6B, the character details screen 160 is provided with a close operation section 163a and a strengthening operation section 163b. When the strengthening operation section 163b is tapped, a character strengthening screen 165 is displayed on the display 26
[0100] FIG. 8 is a diagram for explaining the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation section 163b of the character details screen 160 is tapped and when the strengthening screen selection operation section 102b is tapped. From the center to the bottom of the character strengthening screen 165, a character icon 151 corresponding to the character in possession is displayed. When the player taps the character icon 151, the character corresponding to the tapped character icon 151 is in a selected state
[0101] When the strengthening operation section 163b of the character details screen 160 is tapped and the character strengthening screen 165 is displayed, the character that was in a selected state on the character details screen 160 remains in a selected state at the start of the display of the character strengthening screen 165. Information regarding the selected character is displayed above the character strengthening screen 165
[0102] Specifically, the character strengthening screen 165 is provided with 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, 168d are displayed. At the start of the display of the character strengthening screen 165, the awakening tab 167a is in a selected state, and the awakening skill display columns 168a, 168b, 168c, 168d are displayed. The names of the awakening skills corresponding to the awakening levels are respectively written in the awakening skill display columns 168a, 168b, 168c, 168d
[0103] 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. This confirmation screen shows the items required to raise the awakening level and that the awakening level will increase by consuming those items. Then, when a predetermined operation is input on the confirmation screen, the awakening level of the selected character increases.
[0104] In this embodiment, in the initial state of each character, the awakening level is set to level 1. The player can increase 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.
[0105] 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 increased by raising the awakening level. Once released, the awakening skills function as acquirable possession skills.
[0106] The awakening skill display columns 168a, 168b, 168c, and 168d display the awakening skills released at awakening levels = 2, 3, 4, and 5, respectively. At this time, for the released awakening skills, "Released" is noted 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. FIG. 8 shows a state where the awakening level is level 4 and three awakening skills have been released.
[0107] 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.
[0108] 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.
[0109] Also, when the player taps the event operation part 162 on 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 dedicated events provided for each character is displayed. The dedicated events occur when predetermined conditions are met in the main training game. When a dedicated event occurs, a story image related to the character appearing in the training game is displayed, or the value of the ability parameter changes.
[0110] 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, the dedicated events associated with the character are displayed on the character details screen 160. 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.
[0111] In addition, the dedicated event displayed on the character details screen 160 shown in FIG. 6C may be executed during the entire execution of the breeding main game, or at least a part of it may be executed during the execution of the breeding main game. If a predetermined condition is not satisfied, it may not be executed at all during the execution of the breeding main game. Also, for example, the number of dedicated events provided for each character may increase depending on an increase in the level of the character, consumption of in-game currency or items, etc. Also, when a predetermined condition is satisfied, a dedicated event that is not displayed as a dedicated event may be executed during the breeding main game.
[0112] Also, as shown in FIGS. 6B and 6C, a close operation unit 163a is displayed at the lower part of the character details screen 160. When the close operation unit 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.
[0113] Also, when the return operation unit 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 regarding the character selected on the breeding target character selection screen 150 on the breeding information display screen.
[0114] The breeding game aims to generate a stronger bred character by breeding the character selected as the breeding target character from among the characters possessed by the player. Although it will be described in detail later, the breeding main game is composed of a plurality of turns, and the player needs to train the breeding target character or enter it in a race for each turn.
[0115] Moreover, multiple clear goals are set for each character. On the training information display screen, the clear goals set for the selected character can be confirmed. In each turn, a race in which the character to be trained can participate is predetermined. The clear goals also include making the character to be trained participate in a predetermined race in a predetermined turn and obtaining a predetermined ranking.
[0116] In addition, when the character to be trained participates in a race, the character to be trained can acquire fans. For each race, the base number of fans acquired is determined for each finishing position. The higher the finishing position, the more fans are acquired. Also, a difficulty level is set for each race, and the higher the difficulty level of the race, the more fans can be acquired.
[0117] 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 sum of this bonus acquisition number and the base acquisition number is the number of fans acquired by the character to be trained. For example, when the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, when the race result is from second place to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.
[0118] In addition, during the race, the character to be trained activates skills (acquired skills) with a predetermined probability. At this time, the more skills that are activated, the greater the correction value. Thus, in each race, the conditions for adding the number of fans are determined, and the number of fans acquired 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.
[0119] Depending on the race, there are some where the number of fans is specified as a starting condition. If the number of fans the character being trained has acquired is less than the specified number of fans as the starting condition, the player cannot start the character being trained in that race. The higher the difficulty of the race, the larger the number of fans required to start. Therefore, if a race with the number of fans specified as a starting condition is set as the target race for the clear goal (hereinafter referred to as the target race), the character being trained must acquire the number of fans specified for the target race by the turn when the target race is held.
[0120] In addition, the clear goal includes acquiring a certain number of fans or more by a predetermined turn. Also, the clear goal includes, for example, winning first place a certain 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 in that turn.
[0121] 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 being trained cannot start in the target race. In this case, the clear goal is not achieved and the training game ends.
[0122] In the main training game, various parameters of the character being trained increase in each turn. Therefore, the more turns there are, the stronger the trained character can be generated. Therefore, when playing the main training game, it is necessary to increase the parameters of the character being trained so that all clear goals can be cleared.
[0123] Basically, the clear goals set for each character are fixed, and the same clear goal is set as a task every time the breeding game is played. However, there may be characters for which clear goals that change according to the progress of the main breeding game are set, or the player can select clear goals.
[0124] In addition, when the breeding game is completed, a bred character is generated. When the breeding game is completed, 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 a score calculated from various parameters of the character to be bred at the end of breeding, a score calculated from acquired skills, etc. On the breeding information display screen, information indicating 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.
[0125] Although detailed explanations are omitted, the breeding game has multiple scenarios. 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.
[0126] As described above, in the character selection screen 150 for the character to be bred shown in FIG. 6A, the player can select the character to be bred while checking various information of each character. Then, when the next operation unit 154 is tapped on the character selection screen 150 for the character to be bred, the currently selected character is set as the character to be bred, and the inherited character selection screen 170 is displayed on the display 26.
[0127] <Registration of Inherited Character> FIG. 9A is a first diagram for explaining the inherited character selection screen 170. FIG. 9B is a first diagram for explaining the character training 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 a player to register an inherited character.
[0128] An inherited character is a character that inherits ability values, skills, etc. for a character to be trained. The player can select two inherited characters from the characters to be trained that the player possesses, and representative characters of other players such as the representative characters of friends such as followers, etc., 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.
[0129] 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 training target selection screen 150 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.
[0130] 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, below the my character tab 181a and the rental tab 181b, a character training list display area is provided. In the character training list display area, a character training icon 182 is displayed.
[0131] When the My Character tab 181a is selected, as shown in FIG. 9B, a training character icon 182 corresponding to the training character possessed by the player himself / herself is displayed. Also, although not shown in the figure, when the Rental tab 181b is selected, a training character icon 182 corresponding to the representative character of a friend, that is, the training character trained by the friend, is displayed.
[0132] Also, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is in a provisional selection state. Also, when the training character icon 182 is tapped, as shown in FIG. 9C, an inheritance character selection screen 170 is displayed. At this time, for example, when the first inheritance character selection area 171a is tapped and a training character list screen 180 is displayed, and when the training character icon 182 is tapped on the training character list screen 180, an image showing the training character in the provisional selection state is displayed in the first inheritance character selection area 171a.
[0133] In this state, for example, when the second inheritance character selection area 171b is tapped and a training character list screen 180 is displayed, and when the training character icon 182 is tapped on the training character list screen 180, an image showing the training character in the provisional selection state is displayed in the second inheritance character selection area 171b as shown in FIG. 9D.
[0134] Also, information related to the inheritance character used during training is linked and stored in the training character. Information related to the inheritance character used when training the training character is displayed in the first inheritance character selection area 171a.
[0135] Figure 10 is a diagram for explaining the inheritance lineage. In the breeding game, various effects are brought about, such as the values of the ability parameters and suitability parameters of the character to be bred increasing based on the factor information possessed by the inherited characters. Here, for one character to be bred, two inherited characters are set, and these inherited characters are the previously generated bred characters. Therefore, even when a bred character set as an inherited character is generated, two inherited characters are set for that bred character.
[0136] As shown in Figure 10, the character to be bred in the main breeding game starting from now is regarded as the current generation. Also, for this character to be bred, the two bred characters set as inherited characters are regarded as the first generation of inheritance. Furthermore, at the start of the breeding of the bred characters of the first generation of inheritance, two bred characters are set as inherited characters. When the bred characters of the first generation of inheritance are generated, the two bred characters set as inherited characters are regarded as the second generation of inheritance.
[0137] In this case, as shown in Figure 10, the bred characters of the first generation of inheritance and the second generation of inheritance exert effects on the character to be bred in the current generation. As described above, for one character to be bred, two inherited characters (the first generation of inheritance) are set, so a total of six bred characters bring effects to one character to be bred.
[0138] For example, a first inheritance group is composed of one of the two bred characters of the first generation of inheritance and the two bred characters of the second generation of inheritance that are the inherited characters of this bred character. Similarly, a second inheritance group is composed of the other of the two bred characters of the first generation of inheritance and the two bred characters of the second generation of inheritance that are the inherited characters of this bred character.
[0139] As shown in FIG. 9D, in the first inherited character selection area 171a, icons corresponding to one inherited first-generation breeding character and two inherited second-generation breeding characters that make up the first inherited group are shown. Similarly, in the second inherited character selection area 171b, icons corresponding to one inherited first-generation breeding character and two inherited second-generation breeding characters that make up the second inherited group are shown.
[0140] FIG. 11 is a diagram for explaining factor information. Although details will be described later, when the breeding game is completed, the breeding target character is registered as a breeding character, and at this time, factor information is associated with and stored in the breeding character. Specifically, when the breeding of the breeding character is completed, the factors acquired by the breeding character are determined by lottery or the like. Then, the factor information indicating the determined factors is associated with the breeding character. In other words, at the completion of the breeding game, the breeding character can acquire the factors won in the lottery.
[0141] However, the factors acquired by the breeding character do not affect the ability of the breeding character itself. For example, the breeding character can be entered 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 development based on the ability parameters, suitability parameters, and acquired skills of all the breeding characters entered. 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.
[0142] 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, and skill factors. For each factor, one of multiple levels is set. Here, as the levels of the factors, three factor levels of level 1, level 2, and level 3 are provided.
[0143] Note that the factor level is determined by lottery. At this time, after the factors acquired by the cultivated character are determined, the factor level for each of the acquired factors 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.
[0144] The factor level with level 3 having the highest effect and level 1 having the lowest effect. 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 level 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 may be determined.
[0145] 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.
[0146] FIG. 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".
[0147] 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 up to 126 (increase value 21 × 6 characters).
[0148] 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 satisfied at the activation timing, no utility will be brought to the character to be trained.
[0149] 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 or not to activate. When it is determined to activate a factor, the activation conditions of the factor are satisfied, and the utility corresponding to the factor is brought.
[0150] 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 of level 3 is 100%, the activation probability of the basic ability factor of level 2 is 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.
[0151] On the inheritance character selection screen 170, the increase value that increases in the first turn is displayed for the ability parameters. For example, in FIG. 9C, one inheritance 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 temporarily selected inheritance character. 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.
[0152] Also, in FIG. 9D, two inheritance 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 temporarily selected inheritance characters. Here, “+21”, “+63”, and “+42” are displayed above the speed, power, and wisdom ability parameters respectively, indicating that the speed, power, and wisdom ability parameters increase by 21 points, 63 points, and 42 points respectively in the first turn.
[0153] In the inheritance character selection screen 170, the increase values of the ability parameters that increase by the inheritance characters constituting the first inheritance group and the increase values of the ability parameters that increase by the inheritance characters constituting the second inheritance group are displayed in an identifiable 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.
[0154] 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 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".
[0155] 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".
[0156] 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 to activate or not. 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 higher the factor level, the higher the probability of being determined to activate may be set. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0157] Also, whether a basic ability factor is activated or not may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether 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.
[0158] On the other hand, when determining whether to activate one basic ability factor for each utility, the determination of whether to increase the value of the ability parameter and the determination of whether to increase the upper limit value are each 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 training main game, the value and the upper limit value of the ability parameter increase according to the factor level.
[0159] 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 taking 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.
[0160] The fitness factors shown in FIG. 11 are those that 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 trained character must acquire one fitness factor out of the six fitness factors. 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 trained characters in the first or second generation of inheritance include a trained character having the turf factor, the fitness parameter of the turf fitness of the character to be trained increases.
[0161] Note that activation timings 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 a 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.
[0162] For example, assume that the fitness factors of three trained characters 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 trained characters 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.
[0163] Also, for example, assume that the fitness factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three breeding characters belonging to the second inheritance group are all short-distance factors. In this case, the turf fitness and short-distance fitness of the breeding target character increase by three levels respectively. Further, as another example, assume that the fitness factors of the three breeding characters belonging to the first inheritance group are all turf factors, and the fitness factors of the three breeding 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 breeding target character increases by four levels, and the short-distance fitness and mile fitness increase by one level respectively.
[0164] 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 breeding target character is A, even if the inheritance character has a turf factor, the turf fitness will not increase in the first turn.
[0165] 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 be activated. 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 the activation of the fitness factor is determined by lottery 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.
[0166] Note that the value of the fitness parameter after increasing in the first turn is displayed on the fitness parameter display section 152b of the inheritance character selection screen 170.
[0167] The race factor is something that raises 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 start 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 acquire the race factor. By winning this lottery, the trained character can acquire the race factor.
[0168] Note that a factor level is also provided for the race factor, and the factor level is determined by lottery for each acquired race factor. Also, here, there is no upper limit to the number of race factors that one trained character can acquire, and the trained character can acquire multiple race factors.
[0169] For each race factor, the ability parameter to be raised by activation and the increase value are preset. For example, the race factor includes those that raise the ability parameter of speed and those that raise the ability parameter of power. At this time, the increase value of the ability parameter becomes higher as the factor level is higher.
[0170] 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.
[0171] 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 surely be imparted 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 acquire 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 acquired.
[0172] In addition, the character factor can be activated in a preset factor activation turn and is activated by winning in a 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, hints for skills can be acquired. Also, when the character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0173] FIG. 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, in the first activation timing, the character factor may be activated. When the character factor is activated in the first activation timing, as described above, the character to be trained acquires hints for skills, but the upper limit value of the ability parameter does not increase.
[0174] Also, when the character factor is activated at the second or third activation timing, in addition to acquiring hints for skills, 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.
[0175] 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 character factor A, the upper limit value of stamina increases in the range from "3" to "6", and according to character factor B, the upper limit value of speed increases by "1" and the upper limit value of perseverance increases by "2", or the upper limit value of speed increases by "2" and the upper limit value of perseverance 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 utility.
[0176] The skill factor shown in FIG. 11 is assigned based on the acquired skills obtained by the training character. Specifically, at the end of the training game, a lottery is conducted for each acquired skill obtained by the training character to determine whether to acquire the skill factor. By winning this lottery, the skill factor is assigned 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.
[0177] In addition, the skill factor can be activated in a 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 hint for the skill can be obtained. As a result, the training target character can acquire the same skills as the acquired skills obtained by the inherited character or the like.
[0178] In this way, the acquisition or non-acquisition of the skill factor is performed within the range of the acquired skills obtained by the training character. Therefore, the more acquired skills a 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.
[0179] Here, it is assumed that the training character acquires a skill factor separately from the acquired skills. However, without providing a skill factor, the skills that the character to be trained can acquire may be determined based on the acquired skills that the training character has as an inherited character.
[0180] As described above, the ability parameters of the character to be trained vary significantly depending on the inherited characters arranged in the deck. Also, even if the training character itself has high abilities, since the acquisition of factors is determined by lottery, a training character with high abilities is not necessarily suitable as an inherited character. On the other hand, even if the training character itself does not have high abilities, 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 arrange inherited characters in the deck, not only the simple cultivation of powerful training characters but also the cultivation of training characters that are effective as inherited characters brings an interesting aspect.
[0181] Furthermore, in this embodiment, compatibility is determined among the character to be trained, the training character of the first inherited generation, and the training character of the second inherited generation. And in the case of a combination of characters with good compatibility, the activation conditions of the factors become advantageous.
[0182] FIG. 13A is a diagram for explaining the determination targets of compatibility, and FIG. 13B is a diagram for explaining the determination items of compatibility. As shown in FIG. 13A, in this embodiment, seven determination targets from No. 1 to No. 7 are provided. The first determination target (No. 1) is the character to be trained in the current generation and the training character of the first inherited generation in the first inheritance group. The second determination target (No. 2) is the character to be trained in the current generation and the training character of the first inherited generation in the second inheritance group.
[0183] The third object to be judged (No. 3) is the cultivated character of the first generation of inheritance in the first inheritance group and the cultivated character of the first generation of inheritance in the second inheritance group. The fourth object to be judged (No. 4) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the first inheritance group, and the cultivated character of one of the second generation of inheritance (cultivated character A) in the first inheritance group. The fifth object to be judged (No. 5) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the first inheritance group, and the cultivated character of the other (cultivated character B) of the second generation of inheritance in the first inheritance group.
[0184] The sixth object to be judged (No. 6) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the second inheritance group, and the cultivated character of one of the second generation of inheritance (cultivated character A) in the second inheritance group. The seventh object to be judged (No. 7) is the cultivated character of the current cultivated target character, the cultivated character of the first generation of inheritance in the second inheritance group, and the cultivated character of the other (cultivated character B) of the second generation of inheritance in the second inheritance group.
[0185] For each of the above objects to be judged, whether the conditions are met is judged for each of a plurality of judgment items. An example of the judgment items is shown in FIG. 13B. In the present embodiment, as the game worldview, the characters selectable for the cultivated target character are students, and settings are made such that each character conducts training at school.
[0186] And for each character, as shown in FIG. 13B, settings such as grade, colleagues, and good friends are made in advance. The judgment items include, for example, whether two or three characters to be judged are in the same grade, are colleagues, or are good friends. The judgment items also include whether the character traits, distance suitability, and field suitability that the character to be judged is good at match.
[0187] And for each determination item, a compatibility expected value is associated, and the compatibility expected values of the determination items that hold between the characters to be determined are accumulated. Here, the compatibility expected values vary depending on the determination items, but the compatibility expected values may be common to all determination items.
[0188] For example, when determining compatibility, first, for all determination items, whether they hold is determined between the current character to be trained, which is the first determination target, and the trained characters of the first generation of inheritance in the first inheritance group. At this time, the compatibility expected values associated with the determination items that hold 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.
[0189] Note that the calculated compatibility expected value may be used as a correction value to calculate the activation probability. Also, for example, correction values for correcting the activation probability of factors are set for each compatibility level, and the compatibility level may be determined based on the calculated compatibility expected value.
[0190] In this way, since the activation probability of the factor varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters, the combination of two inherited characters will have a great impact on the training of the character to be trained. That is, the compatibility between characters becomes an important criterion for selecting inherited characters.
[0191] As shown in FIGS. 9B, 9C, and 9D, when an inherited character is selected, a compatibility mark indicating the goodness of compatibility is displayed in the upper right of the inherited character selection screen 170 and the training character list screen 180. Here, the compatibility level by the currently selected character is indicated by three compatibility marks: ◎, 〇, and △. Note that as shown in FIG. 9A, when no inherited character is selected, the compatibility mark is not displayed.
[0192] Also, as shown in FIG. 9B, a display switching button 183 is provided on the training character list screen 180. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting of the training character icons 182 displayed on the training character list screen 180, that is, the order of the training characters that can be selected as inherited characters, or perform filtering.
[0193] <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 at the center 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 unit 153 and a start operation unit 193 are displayed at the lower part of the support card compilation screen 190.
[0194] A plurality (here, six) of support card display frames 192 are displayed in the support card display area 191. The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. At the initial display of the support card compilation screen 190, the support card display frames 192 are displayed as blank.
[0195] In this embodiment, the player can set six types of support cards in the deck. Among the six types of support cards that the player can set, some (for example, five types) can be selected from the support cards that the player possesses. Also, among the six types of support cards that the player can set, some other (for example, one type) can be selected from the support cards set by other players such as friends as rental cards.
[0196] FIG. 14B is a diagram for explaining the support card selection screen 200. In the support card composition screen 190 of FIG. 14A, when the 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. By tapping the card icon 201 displayed on the support card selection screen 200, the player can select a support card.
[0197] Although not shown, in the support card composition screen 190, when the support card display frame 192 displayed in the lower right is tapped, the support card set as a rental card by a player extracted based on a friend or a predetermined condition such as a lottery is 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.
[0198] As described above, one character ID is always associated with a support card. Also, one character ID is always associated with a character card. Note that each character card has a unique character card ID associated with it. Also, each support card has a unique support card ID associated with it. 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 with different character IDs associated with them.
[0199] Also, the player must select a support card 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 it cannot be selected.
[0200] FIG. 15A is a diagram for explaining a support card table. As shown in FIG. 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, one character ID is always associated with the support card ID. In other words, one support character is always associated with one support card.
[0201] In this embodiment, a rarity is set for each support card. The rarity has three levels: 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, tends to be. Also, in this embodiment, the higher the rarity of the support card, the greater the number of possession skills and support events, which will be described later, tends to be.
[0202] The levels of the support cards are 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 provided according to the rarity.
[0203] For example, the upper limit of the support card with rarity R is set at level 20, the upper limit of the support card with rarity SR is set at level 25, and the upper limit of the support card with rarity SSR is set at level 30.
[0204] Note that the upper limit of the level can be increased step by step when a predetermined condition is satisfied. For example, the support card with rarity R can have its upper limit increased up to level 40 at most, the support card with rarity SR can have its upper limit increased up to level 45 at most, and the support card with rarity SSR can have its upper limit increased up to level 50 at most, which may also be possible.
[0205] Figure 15B is a diagram for explaining the support effect. As shown in Figure 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 on the support card. Examples of the targets of the support effect include physical strength, speed, stamina, power, determination, wisdom, etc.
[0206] Figure 15C is a diagram for explaining the possessed skills. As shown in Figure 15C, a plurality of possessed skills are set for each support card. In this embodiment, possessed skills are also associated with the support cards 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 occurs during the breeding main game.
[0207] Figure 15D is a diagram for explaining the support event. As shown in Figure 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.
[0208] For example, the support event that occurs according to the number of turns may be determined, or the support event that occurs by a predetermined lottery may be determined. Also, a plurality of support events may be selected in one turn. In any case, the support event that occurs may be determined according to a predetermined determination method set in advance.
[0209] Note that the support event may include a hint event and an ability event. Further, the hint event may include a first hint event that may occur at the start of a turn of the training game, and a second hint event that may occur after the execution of training described later in the training game. Further, the ability event may include a first ability event that may occur at the start of a turn of the training game, and a second ability event that may occur after the execution of training of the training game.
[0210] The first hint event and the second hint event are events that enable the possession or acquisition of skills. Further, the first ability event and the second ability event are events that increase or decrease the numerical values of the ability parameters of the character. 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.
[0211] 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.
[0212] Note that when the return operation unit 153 is operated on the support card compilation screen 190, the inheritance character selection screen 170 shown in FIG. 9D is displayed on the display 26. Further, as shown in FIG. 14C, when the start operation unit 193 is tapped on the support card compilation screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 shown in FIG. 16A is displayed.
[0213] 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 character to be trained selected by the player, the training characters constituting the first inheritance group, the training characters constituting the second inheritance group, and the support cards 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.
[0214] Here, a preset is reservation information for a race in which the character to be trained 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.
[0215] On the preset selection screen 205A, a preset read button 206a corresponding to the saved preset is displayed. After the player taps any of the preset read buttons 206a and then taps the select operation section 206c, the preset can be set. Note that when the select operation section 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, when the cancel operation section 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0216] Note that on the final confirmation screen 205, when the cancel operation section 205c is tapped, the support card editing screen 190 is displayed. On the other hand, when the start operation section 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.
[0217] <Registration of Specific Character> 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.
[0218] 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.
[0219] <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. Here, for ease of understanding, first, the basic flow of the main training game will be described.
[0220] 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 element such that the date progresses 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.
[0221] 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.
[0222] 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.
[0223] The commands that the player can select are roughly classified into main commands and subcommands. The main command is a command to end the current turn. The subcommand 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 "nurse's office command", a "going out command", a "training command", and a "race command" are provided.
[0224] 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 type-specific commands. Note that the training commands and type-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 type indicates the content of the training. Since type-specific commands are provided for each training type, the training type can also be said to be synonymous with the training command and the type-specific command.
[0225] Also, the race command is a command to let 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.
[0226] 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.
[0227] 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 letting the character to be trained participate may be set. The player must definitely let 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 become unselectable.
[0228] 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. Also, 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 met, the main training game ends at that turn, that is, the character retires.
[0229] 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 for which the target turn and target race are set and characters for which they are not.
[0230] Also, for the target turn, there may be set targets other than the target race, that is, clear conditions. 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. may be set as the target (clear condition). Even 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.
[0231] 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.
[0232] Also, 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.
[0233] FIG. 18 is a diagram for explaining the top screen 210. When the breeding 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 breeding target character 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 breeding target character can be visually grasped with respect to the upper limit value of "physical strength".
[0234] In addition, the breeding target character is provided with a parameter of "motivation". The motivation display section 212 is displayed so that the "motivation" of the current breeding target character can be visually grasped in a plurality of stages (five stages: extremely poor condition, poor condition, normal condition, good condition, and extremely good condition). The higher the parameter of "motivation", the more advantageous the race development of the breeding target character becomes, and also the larger the increase value of the ability parameter by training becomes.
[0235] Also, as shown in FIG. 18, at the central part of the top screen 210, an image of the breeding target character, 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 breeding target character is indicated by numerical values and alphabets indicating ranks separated for each numerical value. Specifically, in the present 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 breeding target character are indicated by numerical values. The player can consume the skill points to have the breeding target character acquire skills.
[0236] Also, as shown in FIG. 18, at the bottom 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 bottom 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.
[0237] By operating the rest command 215a, the player can cause the character to be trained to perform the "rest" action. When the rest command 215a is selected, mainly the physical strength of the character to be trained is restored.
[0238] 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.
[0239] Also, by operating the going-out command 215c, the player can cause the character to be trained to perform 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.
[0240] Also, by operating the school infirmary command 215d, the player can cause the character to be trained to perform the "school infirmary" action. Although detailed description is omitted, during the main training game, there may be a state in which a debuff effect that is disadvantageous to the training 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 a debuff effect is applied. That is, when no debuff effect is applied, the player cannot select the school infirmary command 215d.
[0241] Also, the player can select the race type for the character to participate in by operating the race command 215e.
[0242] 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.
[0243] Also, although details will be described 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 be unable to be selected, for example, in the target turn when the target race is set.
[0244] 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.
[0245] 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 training items is associated with each item-specific command 221.
[0246] When the player operates any of the item-specific commands 221, the item-specific command 221 with the operation input is in a provisional selection state. In other words, the training item associated with the item-specific command 221 with the operation input 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 in which 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.
[0247] 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 training game of the present embodiment has a story in which the character to be trained executes training for 15 types of competitions. Hereinafter, "training item" can be replaced with "competition".
[0248] As shown in FIG. 20, these 15 training items are classified into any of three competition genres. Here, as the competition genres, "ball games", "martial arts", and "variety" are provided. Five training items, namely, "volleyball", "water polo", "basketball", "soccer", and "softball", are classified into the competition genre "ball games". Also, five training items, namely, "karate", "wrestling", "sumo", "judo", and "fencing", are classified into the competition genre "martial arts". Further, five training items, namely, "running broad jump", "climbing", "hammer throw", "diving", and "archery", are classified into the competition genre "variety".
[0249] 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 competition genres.
[0250] 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.
[0251] FIG. 21 is a diagram for explaining an example of the basic training increase value. The basic training increase value is a 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.
[0252] 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", perseverance "10", and wisdom "1". Therefore, the main parameter for judo is perseverance.
[0253] In this way, each training item is classified into one of the three competitive genres, and one of the five ability parameters is set as the main parameter. That is to say, it can also be said that each training item is classified into one of the three competitive genres and one of the five main parameters.
[0254] Also, as shown in FIG. 21, each training item is set with an increase value of skill points given when the training is successful. Also, each training item is set with the value of physical strength consumed when the training is successful.
[0255] 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.
[0256] 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 as a training item that can be selected by the player through lottery. Similarly, for the training items with stamina, power, determination, and wisdom as the main parameters, any one of the three training items is determined by lottery respectively.
[0257] 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 can be selected by the player, 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.
[0258] 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.
[0259] And, as shown in FIG. 19, the event-specific commands 221 are displayed for each main parameter. Here, the first event-specific command 221a corresponds to the training item with speed as the main parameter. Similarly, the second event-specific command 221b, the third event-specific command 221c, the fourth event-specific command 221d, and the fifth event-specific command 221e correspond to the training items with stamina, power, determination, and wisdom as the main parameters respectively.
[0260] Although not shown in the figure, the item-specific command 221 is marked with a pattern that can identify 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.
[0261] 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 fighting game 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.
[0262] 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.
[0263] 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.
[0264] Also, in a turn when training can be executed, a character is associated with each training item. Hereinafter, a character being associated with a training item is referred to as the placement of the character. The characters placed in the training item 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.
[0265] 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. If it is placed in a training item, then that 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.
[0266] 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, assume that for the character to be processed, the main parameter of speed is determined based on the placement determination table. In this case, the character is placed in the training item that was determined to be 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.
[0267] 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.
[0268] The placement determination table is provided for each character identification information. In each placement determination table, five main parameters, and whether 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 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.
[0269] 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.
[0270] 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.
[0271] 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.
[0272] 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 based on the placement determination table so that the selection probability of the favorite training set for the support card becomes higher. Also, 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 higher.
[0273] 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".
[0274] 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 character placement has been determined, it may be determined that the character is not placed in any training item. Alternatively, for the training item in which 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.
[0275] In addition, the method for determining the training item where the character is 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. And then, for each of the training items that can be selected by the player, whether the character to be processed is placed or not may be determined. In this case, the probability of placing the character may vary depending on the training item that the player can select.
[0276] As described above, when the character is determined, the character is associated with each training item or main parameter. And the arrangement information in which the training item and the character are associated is stored in the player terminal 1 and the server 1000.
[0277] As shown in FIG. 19, at the upper right of the training screen 220, an arrangement character icon 222 corresponding to the character (hereinafter referred to as the arrangement character) placed in the temporarily selected training item is displayed. For example, in the temporarily selected state of the first item-specific 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.
[0278] And when the training is successful, a predetermined event associated with the arrangement character may occur. In this case, an event notification display 223 is displayed on the corresponding arrangement character icon 222.
[0279] In addition, when the training in which the arrangement character is associated is successful, the increase value of the ability parameter is larger than when the training in which no arrangement character is associated is successful. Hereinafter, the training in which at least one character is placed is called combined training.
[0280] Also, a bond gauge 222a is displayed below the arranged character icon 222. The bond gauge 222a visually displays the bond parameters associated with the arranged character. When the arranged character succeeds in the joint training associated with it, the bond parameters of the arranged character increase. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful. Note that the value of the bond parameter can also increase due to the occurrence of a predetermined event.
[0281] Also, when a support character with bond parameters equal to or greater than a predetermined value is arranged in a predetermined training item, a friendship training available state is set for the training item. When the training item with the friendship training available state set is selected and the training is successful, friendship training occurs. In other words, when the training in the friendship training available state is successful, the 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 greater than that in the normal joint training.
[0282] Note that one of the five main parameters of speed, stamina, power, determination, and wisdom is associated with the support card (support character) as the favorite training. Here, the conditions for setting the friendship training available state are set as follows: the support character is arranged in the training item of the main parameter (associated with the favorite training), and the bond parameter of the support character is equal to or greater than a predetermined value.
[0283] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in the main parameter (training item) associated with the support character's favorite training, a friendship training available state is set for this training item of the main parameter. When the training item with the friendship training available state set is selected and the training is successful, the ability parameters of the character to be trained increase significantly compared to normal joint training.
[0284] Although illustration is omitted, an effect is superimposed on the placement character icon 222 corresponding to the placement character in the friendship training available state. This enables the player to identify which placement character causes the friendship training. Also, when the friendship training available state is set for any training item, an effect is superimposed on the training command 215b on the top screen 210. Therefore, the player can also recognize on the top screen 210 that the friendship training available state has been set.
[0285] Note that the support card (support character) may include a support card (support character) to which no favorite training is associated. For a support card (support character) to which no favorite training is associated, a friendship training available 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 in which it is placed. Alternatively, for a support card (support character) to which no favorite training is associated, the friendship training available state may not be set.
[0286] As described above, in this embodiment, the following are provided as the setting conditions for the state in which friendship training can occur: 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 setting conditions for the state in which friendship training can occur are not limited to this. For example, here, for one support character, the main parameter is indirectly associated as the favorite training. Therefore, it can be said that here, three training items with the same main parameter set for one support character are set as the favorite training. However, for example, for a support character, instead of the main parameter, one training item may be directly associated as the favorite training.
[0287] In addition, a failure rate display section 224 is displayed near the item-specific command 221 in the provisional selection state. Failure rates are calculated in advance for each of the five training items that can be selected by the player. When a training item is selected, the success or failure of the training is determined based on the pre-calculated failure rate. 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 factor for judgment when selecting a training item. The failure rate increases in inverse proportion to the remaining amount of physical strength associated with the character to be trained.
[0288] When an operation input is made again to the item-specific command 221 in the provisional 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. An image notifying the success or failure of the training is displayed on the training result notification screen.
[0289] When normal joint training is executed, an image of the character to be trained performing the training is displayed on the training result notification screen. The images displayed at this time are provided for each training item. Also, for each training item, there are a success pattern displayed when the training is successful and a failure pattern displayed when the training fails.
[0290] Also, when training in a state where friendship training can occur is successful, a special effect for friendship training is executed. The special effect for friendship training includes an effect where 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 state where friendship training can occur.
[0291] Also, on the training result notification screen, the ability parameters of the status display section 213 are updated and displayed. That is, when the training is successful, an 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.
[0292] Also, when the training fails, a predetermined penalty is imposed. Specifically, the content of the penalty includes 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 stage of the decrease in motivation is large) than the penalty imposed when the failure rate is low.
[0293] 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, no penalty may be imposed.
[0294] Here, in the present embodiment, as described above, the 15 training items are each classified into one of three competition genres: ball games, combat sports, and variety. Five training items are associated with each competition genre. Also, each training item is associated with a parameter called a 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.
[0295] Here, when a training item is selected and the training is successful, the competition level increases based on the selected item-specific command 221. However, the competition level may increase on the condition that the training has been executed regardless of the success or failure of the training.
[0296] Above the item-specific command 221, an ascending level notification icon 225 is displayed. The ascending level notification icon 225 is displayed for every five item-specific commands 221. Therefore, as shown in FIG. 19, five ascending level notification icons 225 are displayed. The ascending level notification icon 225 shows the ascending value of the competition level that rises when the item-specific command 221 is selected. For example, in the example shown in FIG. 19, an ascending 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 competition level of the training item rises by "4".
[0297] FIG. 23A is a first diagram for explaining an example of an ascending value calculation formula for the competition level. FIG. 23B is a second diagram for explaining an example of an ascending value calculation formula for the competition level. As shown in FIG. 23A, the ascending value of the competition level is calculated by the calculation formula of (A + B) × C + D + E. At the start of a turn when training can be executed, the ascending value of the competition level is calculated for each item-specific command 221. Therefore, at the start of a turn when training can be executed, the ascending value of each of the five item-specific commands 221 is calculated based on the ascending value calculation formula shown in FIG. 23A.
[0298] As shown in FIG. 23B, among the ascending value calculation formula for the competition level, A is a fixed value and is an arbitrarily set 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.
[0299] Among the ascending value calculation formula for the competition level, B is the number of arranged characters and is the number of arranged characters arranged 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 larger the value of the competition level that rises by the execution of the training.
[0300] Among the calculation formulas for the increase value of the competition level, C is the friendship occurrence bonus value. Here, when the training item selected and executed is in a state where friendship training can occur, "2" is set, and when the training item selected and executed is not in a state where friendship training can occur, "1" is set. That is, if the training item selected and executed 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.
[0301] Among the calculation formulas for 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 specific characters arranged increases.
[0302] Among the calculation formulas for 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.
[0303] As described above, the increase value of the competition level that rises by the execution of training is calculated for each selectable training item, in other words, for each item-specific command 221. At this time, the larger the number of arranged characters and the number of specific characters arranged in the training, the larger the increase value of the competition level (B, D). Furthermore, when the arranged characters in the training meet the predetermined conditions, the increase value of the competition level will be even larger (C). Also, when training was not executed in the previous turn, the increase value of the competition level will be larger (E).
[0304] Note that the ascending value calculation formulas shown in FIGS. 23A and 23B are merely examples. For example, the ascending value of the competition level may be a fixed value. Also, for example, the ascending value of the competition level may be a value preset according to the number of turns.
[0305] Returning to FIG. 19, when the event-specific command 221 is selected and executed, the competition level of the training event associated with the selected event-specific command 221 increases. For example, if the training event associated with the first event-specific command 221a is volleyball, when the first event-specific command 221a is selected, the competition level of volleyball increases by "4". Also, for example, if the training event associated with the third event-specific command 221c is sumo wrestling, when the third event-specific command 221c is selected, the competition level of sumo wrestling increases by "5".
[0306] Furthermore, in the present embodiment, among the event-specific commands 221 not selected by the player, the competition levels associated with the event-specific commands 221 classified into the same competition genre as the event-specific command 221 selected by the player also increase. Specifically, in one turn, there are five event-specific commands 221 that can be selected by the player. At this time, among the four event-specific commands 221 not selected (or not in a provisional selection state) by the player, the event-specific command 221 classified into the same competition genre as the one event-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 events not selected (or not in a provisional selection state) by the player, the training event classified into the same competition genre as the one training event selected (or in a provisional selection state) by the player may also be referred to as the link command.
[0307] For example, in FIG. 19, assume that the first type-specific command 221a is selected. Also assume that the first type-specific command 221a is associated with a training item for volleyball classified into the competition genre of ball games. Further assume that the fourth type-specific command 221d is associated with a training item for soccer classified into the competition genre of ball games. That is, the first type-specific command 221a and the fourth type-specific command 221d are classified into the same competition genre. Therefore, when the first type-specific command 221a, i.e., the training item for volleyball, is selected (temporarily selected), the fourth type-specific command 221d, i.e., the training item for soccer, becomes the link command.
[0308] As described above, on the training screen 220, the type-specific command 221 in the temporarily selected state is highlighted. Also, on the training screen 220, the type-specific command 221 set as the link command for the type-specific command 221 in the temporarily selected state is displayed in an identifiable manner. Here, the type-specific command 221 in the temporarily selected state and the type-specific command 221 set as the link command are displayed shifted upward compared to the other type-specific commands 221. Also, an upward arrow marked with "Link" is displayed for the type-specific command 221 set as the link command.
[0309] In this state, when the first type-specific command 221a is selected and executed, the competition level of volleyball increases by "4". Also, for the fourth type-specific command 221d that is the link command for the first type-specific 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 competition level of soccer also increases by "4".
[0310] Also, for example, in the example shown in FIG. 19, assume that a wrestling training item classified into the combat sports genre is associated with the second type command 221b, and a sumo training item classified into the combat sports genre is associated with the third type command 221c. The second type command 221b and the third type command 221c are classified into the same sports genre. Therefore, when the second type command 221b, that is, the wrestling training item, is selected, the third type command 221c, that is, the sumo training item, becomes the link command.
[0311] In this case, when the second type command 221b is selected and executed, the wrestling skill level increases by "4". Also, for the third type command 221c that becomes the link command for the second type command 221b, "5" is calculated as the increase value of the skill level based on the above-described skill level increase value calculation formula. Therefore, in this case, in addition to the wrestling skill level, the sumo skill level increases by "5".
[0312] As described above, in this embodiment, the skill level of the item type command 221 selected by the player and the skill level of the item type command 221 that is not selected by the player among the item type commands 221 that the player can select and is classified into the same skill level as the item type command 221 selected by the player increase. Therefore, the more link commands are set for the item type command 221 selected by the player, the greater the total skill level increase in one turn.
[0313] At the upper left of the training screen 220 and the top screen 210, a competition level confirmation display section 226 is provided. 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.
[0314] As described above, the item-specific commands 221 are color-coded and displayed for each competition genre to which the training item belongs. Specifically, the item-specific commands 221 for training items classified as ball games are displayed in blue, the item-specific commands 221 for training items classified as combat sports are displayed in red, and the item-specific commands 221 for training items classified as variety shows are 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.
[0315] Here, in this embodiment, the total competition level obtained by summing up the competition levels of five types of training items classified into the same competition genre is calculated. And a plurality of 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.
[0316] 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 items 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 items 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. Further, 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 items 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.
[0317] 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. 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.
[0318] For example, according to the heat-up effect set for the competition genre of ball games, the training effect increases according to the number of arranged characters. Although details will be described later, the training effect referred to 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 arranged characters is "1", the training effect increases by 5%, when the number of arranged characters is "2", the training effect increases by 10%, when the number of arranged characters is "3", the training effect increases by 15%, when the number of arranged characters is "4", the training effect increases by 18%, and when the number of arranged characters is "5", the training effect increases by 20%.
[0319] Also, for example, according to the warm-up effect set for the combat sports genre, the ability parameters and skill points increase. Here, the higher the increase in the competition level, the greater the increase values of the ability parameters and skill points.
[0320] Also, for example, according to the warm-up effect set for the variety genre, the occurrence rate of hint events increases. Also, the maximum number of available hints increases.
[0321] Note that for each warm-up effect, the number of training sessions to which the effect is applied (hereinafter referred to as the number of effect-applying training sessions) is set. Here, the number of effect-applying training sessions for each warm-up effect is set to 2. During the main training game, the remaining number of effect-applying training sessions is managed. For example, when the total competition level of ball games reaches the activation threshold, the number of effect-applying training sessions for the warm-up effect of ball games is set to "2". In this state, when training is executed, regardless of the training item executed, the number of effect-applying training sessions for the warm-up effect of ball games is subtracted by "1". In this way, when the number of effect-applying training sessions for the warm-up effect becomes "0", the warm-up effect does not activate.
[0322] Note that the number of effect-applying training sessions is updated only when training is selected and executed. Therefore, when a main command other than training is selected and executed while the number of effect-applying training sessions is "1" or more, the number of effect-applying training sessions is not subtracted. In other words, the number of effect-applying training sessions is not consumed by the execution of main commands other than training. Therefore, the state where the number of effect-applying training sessions is "1" or more can also be said to be a state where the warm-up effect can be activated.
[0323] As described above, in this embodiment, the number of times of training is set as the effective period of the heating-up effect. However, the effective period of the heating-up effect may be set by the number of turns. Further, for example, the number of successful training times may be set as the effective period of the heating-up effect. Here, the same number of training times for imparting the common effect is set for the heating-up effects of the three competition genres. However, the number of training times for imparting the effect may be different for each heating-up effect, that is, for each competition genre.
[0324] Further, for example, assuming that the number of training times for imparting the effect of the heating-up effect of ball games is "1" or more and the total competition level of ball games has reached the activation threshold. In this case, "2" is added to the number of training times for imparting the effect at that time. That is, for the competition genre corresponding to the heating-up effect in a state where the number of training times for imparting the effect is "1" or more, when it is determined that the total competition level has reached the activation threshold, the number of training times for imparting the effect increases.
[0325] However, for example, when the number of training times for imparting the effect of the heating-up effect of ball games is "1" or more and the total competition level of ball games has reached the activation threshold, the number of training times for imparting the effect may be updated to "2". That is, an upper limit may be provided for the number of training times for imparting the effect of each heating-up effect. Alternatively, when the number of training times for imparting the effect of the heating-up effect of ball games is "1" or more and the total competition level of ball games has reached the activation threshold, it may be set that the number of training times for imparting the effect is not updated.
[0326] Note that the heat-up effect can be activated repeatedly in one turn. For example, assume that training is executed when the number of training times for applying the heat-up effects of ball games, combat sports, and variety is all "2". In this case, the three heat-up effects are activated repeatedly. However, the heat-up effect may be set 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 the lottery result. At this time, for the heat-up effects that are not activated, the number of training times for applying the effects may or may not be subtracted.
[0327] Returning to FIG. 19, the total competition level increase icon 227a and the number 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".
[0328] Therefore, when the first item-specific command 221a is executed, the total competition level of ball games increases by "8". In this case, the total competition level increase icon 227a is displayed in the first display area 226a associated with the competition genre of ball games. In addition, the total competition level increase icon 227a is shown as "+8", which is the value of the total competition level that increases. That is, the total competition level increase icon 227a suggests the competition genre for which the total competition level increases and the total competition level that increases.
[0329] In addition, the number notification icon 227b suggests the number of times of the heat-up effect application training. The number notification icon 227b is displayed in the area corresponding to the competition 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 the activatable state of the heat-up effect set for the variety competition genre, and shows the state where the number of times of the heat-up effect application training is "2".
[0330] In addition, an information button 226d is provided in the competition level confirmation display unit 226. The player can check various information related to the competition level by operating the information button 226d.
[0331] FIG. 25 is a diagram for explaining the competition level dialog 240. When the information button 226d of the competition level confirmation display unit 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 up to the activation threshold that can be reached next are displayed. Also, in the competition level dialog 240, for each competition genre, an icon indicating the training item classified into the competition genre and the competition level of each training item are displayed. Further, in the competition level dialog 240, for each competition genre, the heat-up effect and the number of times of the effect application training are displayed. In this way, the player can check various information related to the competition level in the competition level dialog 240.
[0332] 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 description is omitted, when a predetermined area in the competition level dialog 240 is operated, detailed information for each training item is displayed.
[0333] Here, in this embodiment, as described above, a tournament is held after a predetermined number of turns. This tournament aims for victory in 15 training events, that is, for each of the competitions. In the tournament, for each training event, either victory or a prize is determined. The victory or prize in each training event is determined based on the competition level of each training event at the time of the tournament. Hereinafter, the determination of victory or prize in each training event in the tournament is referred to as a victory determination.
[0334] FIG. 26A is a diagram for explaining an example of the reference level and the norm in the tournament. FIG. 26B is a diagram for explaining an example of the tournament bonus. In this embodiment, as the turn progresses, a total of 5 tournaments are executed from the 1st to the 5th. As shown in FIG. 26A, for each number of the tournament, a reference level and a norm are set. The reference level is the competition level required to be determined as the winner in the victory determination.
[0335] The victory determination is executed for each training event. Since there are 15 training events, in one tournament, the victory determination is executed 15 times. In the victory determination, a comparison is made between the competition level of the target training event and the reference level. At this time, if the competition level is equal to or higher than the reference level determined for each tournament, it is determined as a victory, and if it is less than the reference level, it is determined as a prize.
[0336] The reference level is a common value for all training events. Specifically, the reference level used in the victory determination in one tournament is common for all 15 training events. Also, the reference level increases as the turn progresses. Here, the reference level for the 1st tournament is set to "10", the reference level for the 2nd tournament is set to "20", the reference level for the 3rd tournament is set to "30", the reference level for the 4th tournament is set to "40", and the reference level for the 5th tournament is set to "50".
[0337] However, the reference level used for the championship determination in a single tournament may vary for each training event. Also, for example, regardless of the number of tournaments, a common reference level may be set.
[0338] Here, if the competitive level is equal to or higher than the reference level, it will always be determined as the champion. However, when the competitive level is equal to or higher than the reference level, it may be determined as the champion with a predetermined probability. In this case, the higher the competitive level, the higher the probability of being determined as the champion may be. Also, no reference level may be provided, and the probability of being determined as the champion may be preset for each competitive level.
[0339] The quota is the number of championships required to break through each tournament. Hereinafter, the number of championships will be referred to as the number of victories. Here, a common six victories are set as the quota 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, and for example, it includes 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 such that a predetermined utility is brought about in one or more subsequent turns, like the above-mentioned heat-up effect.
[0340] In this embodiment, whether a tournament can be broken through only affects the acquisition of the above-mentioned breakthrough bonus. Therefore, even if a tournament cannot be broken through, it does not result in retirement and can proceed to the next turn. However, when a tournament cannot be broken through, it may result in retirement at that point.
[0341] In addition, in this embodiment, for each competition 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 successful training.
[0342] 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.
[0343] Here, as the total number of wins increases, the training effect gradually increases. For example, when the total number of wins in the competition genre of ball games is 4, a 5% training effect is given. Then, when the tournament is held and the total number of wins in the competition genre of ball games reaches 5, the training effect given increases from 5% to 10%. Note that the tournament bonus is permanently given until the main training game ends.
[0344] In addition, the tournament bonus is given for each competition genre. Therefore, for example, when the total number of wins is 20 or more in all three competition genres, the training effect due to the tournament bonus is 15% × 3 = 45%. That is, the tournament bonuses for each competition genre are given repeatedly.
[0345] Note that the tournament bonus shown in Fig. 26B is just an example. Here, the tournament bonus is permanently awarded until the end of the training main game, but the number of turns or the number of times of training execution may be set as the effective period of the tournament bonus. Also, the tournament bonus may be awarded immediately, similar to the above breakthrough bonus. Further, the tournament bonus may be awarded based on the total number of victories in all competition genres instead of each competition genre.
[0346] Fig. 27A is the first figure for explaining the production image of the tournament. Fig. 27B is the second figure for explaining the production image of the tournament. Fig. 27C is the third figure for explaining the production image of the tournament. Fig. 27D is the fourth figure for explaining the production image of the tournament. When it comes to the timing of holding the tournament, a production 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, the event-specific production images 250 are displayed as shown in Figs. 27B and 27C.
[0347] As described above, the tournament aims to win in each of the 15 training events. Here, event-specific production images 250 are provided for each training event, and the event-specific production images 250 are switched at regular intervals. The event-specific production image 250 is an image of the character to be trained challenging 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.
[0348] However, in this embodiment, 15 training events are provided, and if all these event-specific production images 250 are sequentially displayed, it will take a long time for the production of the tournament. Here, it is set 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 production of the tournament from becoming longer than necessary.
[0349] 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 five 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 five training events with a high competition level will be 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 an operation input.
[0350] When the display of all the event-specific production images 250 is completed, as shown in FIG. 27D, a result screen 251 is displayed. At the upper part 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.
[0351] At the lowermost part of the result screen 251, a next operation section 251a is provided. When the next operation section 251a is operated, a production image (not shown) is displayed, and the breakthrough bonus and the tournament bonus given in this tournament are notified.
[0352] Next, an explanation will be given of the increase value of the ability parameter that increases when the training is successful. At the start of a turn in which training can be executed, the increase value of the ability parameter that increases when the 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.
[0353] Specifically, at the start of a turn, first, five selectable training items (item-specific commands 221) are determined by lottery. Thereafter, the placement characters arranged for each training item are determined. And with the training item and the placement character being determined, the increase value of the ability parameter is calculated.
[0354] At this time, the increase values of the five ability parameters of speed, stamina, power, determination, and wisdom, which increase when the first item-specific command 221a is selected, are calculated. Similarly, the increase values of the five ability parameters that increase when the second item-specific command 221b to the fifth item-specific command 221e are selected are calculated respectively. Therefore, at the start of a turn, 5 item-specific commands 221 (training items) × 5 ability parameters = 25 increase values are calculated. That is, for any one of the 15 training items and any one of the 5 ability parameters as the processing target, the increase value is calculated. At this time, the calculation formula used when calculating each increase value is common.
[0355] 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」.
[0356] As shown in Figure 28B, among the calculation formulas 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 item as shown in Figure 21. The basic training increase value set for the combination of the training item and the 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 item and the ability parameter to be processed, the value of 「1」 in the increase value calculation formula becomes 0.
[0357] 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 with five levels from level 1 to level 5. The initial value of the training level of 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.
[0358] 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.
[0359] 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.
[0360] 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.
[0361] Among the increase value calculation formulas for ability parameters, "3" is the support effect (parameter bonus). The support effect set on the support card includes a parameter bonus. For the parameter bonus, the type of ability parameter to which the addition value is applied and the addition value to be applied are preset.
[0362] 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 to "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, 1, which is the addition value, is applied to "3" in the increase value calculation formula.
[0363] Note that when the ability parameter to which the addition is to be 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 that the main parameter of the training item to be processed is stamina. At this time, assume that the above support character A (support card A) is placed in the training item. In this case, 1, which is the addition value, may be applied to "3" in the increase value calculation formula when calculating the increase value of speed due to the application of the parameter bonus A.
[0364] In addition, the parameter bonus set on the support card may be given when a support character is placed in the link command. For example, assume that the training item with the main parameter = speed and the ability parameter of speed are the processing targets. At this time, assume that the fourth-item command 221d is determined as the link command for the training item. And assume that the above support character A (support card A) is placed in the fourth-item command 221d. In this case, 1, which is an added value, may be applied to "3" in the ascending value calculation formula of the processing target by granting parameter bonus A.
[0365] Among the ascending value calculation formulas of the ability parameters, "4" is the link training added value. The link training added value is given by link training.
[0366] FIG. 30 is a diagram for explaining an example of the link training added value. The link training added value is applied when calculating the ascending value of the ability parameter set in the main parameter of the link command. For example, assume that the third-item command 221c with the main parameter = power and the fourth-item command 221d with the main parameter = determination are set as the link commands for the second-item command 221b.
[0367] In this case, the link training added value is applied to "4" in the ascending value calculation formula when the training item with the main parameter = stamina (second-item command 221b) and the power, which is the main parameter of the third-item command 221c as the link command, are the processing targets. Similarly, the link training added value is applied to "4" in the ascending value calculation formula when the training item with the main parameter = stamina (second-item command 221b) and the determination, which is the main parameter of the fourth-item command 221d as the link command, are the processing targets.
[0368] Here, as shown in FIG. 30, different values are applied to the link training addition value 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 (second item-specific command 221b) with the main parameter = stamina 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".
[0369] Incidentally, although detailed explanation is omitted, the link training addition value is also applied to skill points. In the above example, when the second item-specific command 221b is selected, two commands, the third item-specific command 221c and the fourth item-specific command 221d, become link commands. Therefore, when the training level of stamina is 2 or lower, the skill points obtained at the successful training of the second item-specific command 221b 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 at the successful training of the second item-specific command 221b are added by "+2" × 2 (number of link commands) = 4.
[0370] 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.
[0371] Among the formulas for calculating the increase value of ability parameters, "5" represents 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 growth rate 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 perseverance 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 formula for calculating the increase value.
[0372] Among the formulas for calculating the increase value of ability parameters, "6" represents the placement character correction value. The placement character correction value is a value set according to the number of placement characters. The larger the number of placement characters, the more favorable the set value.
[0373] Among the formulas for calculating the increase value of ability parameters, "7" represents 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 formula for calculating the increase value as the friendship training correction value.
[0374] Among the formulas for calculating the increase value of ability parameters, "8" represents the motivation correction value. The motivation correction value is a value set according to the level of the motivation parameter. The higher the motivation parameter, the more favorable the set value.
[0375] Among the ascending value calculation formulas for ability parameters, "9" represents the support effect (increase in training effect). The support effects set on the support cards include the support effect of increasing the training effect. For the increase in the training effect of the support effect, a value applied to "9" in the ascending value calculation formula is set in advance. When a support card (support character) with the support effect of increasing the training effect is placed in the training item to be processed, the preset value is applied to "9" in the ascending value calculation formula.
[0376] Among the ascending value calculation formulas for ability parameters, "10" is the link bonus correction value. The link bonus correction value is applied only when a basic training ascending value is set for the ability parameter to be processed.
[0377] Figure 31 is a diagram for explaining an example of the link bonus correction value. The link bonus correction value is a value applied according to the number of link commands. The more link commands there are, 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 consumed and the failure rate.
[0378] Among the ascending value calculation formulas for ability parameters, "11" is the tournament bonus. As shown in Figure 26B, the tournament bonus is set according to the total number of wins for each competition genre. 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 ascending value calculation formula for the ability parameter.
[0379] Among the formulas for calculating the increase value of the ability parameter, "12" represents the heat-up effect (skill). As shown in Fig. 24, the heat-up effect (skill) is set according to the number of placed characters. However, the value based on the heat-up effect (skill) is applied to "12" in the formula for calculating the increase value of the ability parameter only when the heat-up effect of the skill is in an activatable state, that is, when the number of training times with effect application is 1 or more.
[0380] Among the formulas for calculating the increase value of the ability parameter, "13" represents the heat-up effect (martial art). As shown in Fig. 24, a predetermined value is set according to the increase amount of the competition level for the heat-up effect (martial art). However, the value based on the heat-up effect of the martial art is applied to "13" in the formula for calculating the increase value of the ability parameter only when the heat-up effect of the martial art is in an activatable state, that is, when the number of training times with effect application is 1 or more.
[0381] According to the above formula for calculating the increase value, among the item-specific commands 221 selected by the player and the item-specific commands 221 not selected by the player, one or more ability parameters associated with the character to be trained are updated based on the item-specific commands 221 classified into the same competition genre as the item-specific commands 221 selected by the player. Specifically, the ability parameters are updated based on the link command by applying the link training addition value of "4" and the link bonus correction value of "10" to the formula for calculating the increase value.
[0382] In particular, by applying the link bonus correction value of "10" to the formula for calculating the increase value, 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.
[0383] 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 preferable to set the ascending value of the ability parameter to increase as the competition level increases. As a result, the ability parameter will be updated based on the competition level.
[0384] 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 and execute one of the five item-specific commands 221 determined by the lottery. Based on the item-specific command 221 selected by the player, the ability parameter of the character to be trained is updated. At this time, if the item-specific command 221 not selected by the player is set as the link command, the ability parameter of the character to be trained is also updated by the link command.
[0385] In addition, a parameter of the competition level is associated with the training item. The competition level is used for the victory determination in the tournament and is also used as a parameter that can activate the heat-up effect. Therefore, in this embodiment, it can be said that the competition level is an important parameter for increasing the ability parameter. This competition level mainly increases by executing the training, but the competition level associated with the link command also increases in the same way as the competition level associated with the training item selected by the player.
[0386] In each turn, the player can select only one main command. However, by providing the link command, the parameters are updated corresponding to a plurality of item-specific commands 221 in one turn. That is, although the player selects only one main command, the parameters are updated for the number of main commands. As a result, the satisfaction of the player increases and the playing motivation improves.
[0387] Also, in the above gameplay, the more training items classified into the same competition genre are determined, the more advantageous it is for the player. However, since the training items are determined by lottery, depending on the lottery results, a situation where there are few training items classified into the same competition genre may continuously occur. Therefore, in the present embodiment, a function is provided to change the training items (item-specific commands 221) determined by lottery to the training items (item-specific commands 221) classified into the competition genre designated by the player.
[0388] 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, on the top screen 210, a consultation command 216b, which is a sub-command, is provided. Also, as shown in FIG. 19, on the training screen 220, a consultation command 228 is provided. 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.
[0389] The player can change the currently selectable training items to non-selectable training items on the consultation screen 260. The consultation screen 260 is provided with a pre-change command display area 261. In the pre-change command display area 261, five currently selectable item-specific commands 221 (training items) 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 the training screen 220.
[0390] Also, in the command display area 261 before the change, the competition level of the training event is displayed for each event-specific command 221. Also, in the command display area 261 before the change, five arrangement character number icons 262 are displayed. The arrangement character number icons 262 are displayed for each event-specific command 221. The arrangement character number displayed in the arrangement character number icon 262 is the number of arranged characters in the event-specific command 221.
[0391] Below the command display area 261 before the change, a command display area 263 after the change is provided. In the command display area 263 after the change, the five event-specific commands 221 after the change are displayed. Also in the command display area 263 after the change, the first event-specific command 221a to the fifth event-specific command 221e are displayed in the same arrangement as in the command display area 261 before the change.
[0392] 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 icons 262 are displayed. Even if the event-specific command 221 is changed, the arranged characters are not changed. Therefore, the same arrangement character number icons 262 are displayed in the command display area 261 before the change and the command display area 263 after the change.
[0393] 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 an operation unit that accepts the player's operation.
[0394] To the left of the combat skill change area 265, a change source icon 265a marked with "Combat Skill" 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 accept the player's operations.
[0395] 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 "Combat Skill" are displayed. The first change destination icon 266b and the second change destination icon 266c function as operation parts that accept the player's operations.
[0396] The ball game change area 264 is an area for changing the currently selectable command by item 221, that is, among the training items, the training items classified into the competition genre of ball games to training items classified into the competition genre of combat skills or variety. For example, when the first change destination icon 264b is operated, a reservation is made to change the training item classified into the competition genre of ball games to a training item classified into the competition genre of combat skills.
[0397] Note that the change of the training item is performed within the same main parameter. In other words, the training item before the change is changed to a training item that has a different competition genre from the training item before the change and has the same main parameter set.
[0398] 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.
[0399] 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.
[0400] When the second change destination icon 264c is operated, a reservation is made to change a training event classified in the ball game competition genre to a training event classified in the variety competition genre. Similarly, when the first change destination icon 265b is operated, a reservation is made to change a training event classified in the martial arts competition genre to a training event classified in the ball game competition genre. When the second change destination icon 265c is operated, a reservation is made to change a training event classified in the martial arts competition genre to a training event classified in the variety competition genre.
[0401] 33 shows a state in which the second change destination icon 265c has been operated. Of the currently selectable training events, the training events classified into the martial arts competition genre are wrestling linked to the second event-specific command 221b and sumo linked to the third event-specific command 221c.
[0402] In this case, a reservation is made to change wrestling to climbing classified as a variety, and a reservation is made to change sumo to hammer throwing classified as a variety. Therefore, in the changed command display area 263, the event-specific command 221 and the change icon 267 are displayed as shown in FIG. 33.
[0403] When the first change destination icon 266b is operated, a reservation is made to change the training event classified into the competition genre of variety to the training event 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 event classified into the competition genre of variety to the training event classified into the competition genre of combat sports.
[0404] As described above, when the change button 268a is operated while a reservation for changing the training event is made, the training event 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.
[0405] As described above, in this embodiment, the selectable event-specific command 221 can be changed to the event-specific command 221 classified into the competition genre specified by the player. However, in this embodiment, the number of changeable times for changing the event-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 event-specific command 221 as long as it is within the range of the number of changeable times.
[0406] For example, at the start of the first turn, the number of available changes is set to 3. Thereafter, each time the event-specific command 221 is changed, the number of available changes is decreased. When the number of available changes reaches 0, the event-specific command 221 cannot be changed anymore. Then, when the tournament ends, the number of available changes is set to 3 again. Note that even if the tournament ends with one or more available changes remaining, the number of available changes will not be incremented and will remain at 3. However, the number of available changes may be incremented. Also, the timing for updating the number of available changes is just an example and can be appropriately redesigned.
[0407] If the five main commands determined by lottery do not go as the player wishes, the player can change the content to the main command along their own 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.
[0408] Note that when "consultation" is selected, the increase value of the ability parameter is recalculated based on the changed main command. Here, the case where the event-specific command 221 can be changed by the "consultation" action that the character to be cultivated can execute has been explained. However, the effects brought about by "consultation" are not limited to this. For example, effects such as the competitive level of all or some of the training events increasing due to "consultation" may be brought about. Also, multiple effects brought about by "consultation" may be provided, and the player may be able to select any one of them.
[0409] 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.
[0410] Here, when 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.
[0411] For example, when the first hint event or the second hint event occurs, a hint for a skill can be obtained. When a hint for a skill is obtained, the player can consume skill points to acquire the skill. Multiple types of skills are provided, and a predetermined ability may be activated for each skill. Each skill has a defined activation condition and effect, and when each activation condition is satisfied, the predetermined effect is activated. The skill may be activated during the execution of a race described later.
[0412] In addition to the first hint event and the second hint event where a hint for a skill can be obtained, the events include an event where the physical strength is restored, an event where the physical strength is decreased, the first ability event and the second ability event where the ability parameter increases or decreases, an event where the motivation increases, an event where the motivation decreases, and the like. Also, the events include events with a predetermined occurrence turn and events that occur when winning by a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the occurred events end, the next turn is entered and the top screen 210 is displayed. Also, the events include inheritance events.
[0413] FIG. 34A is the first diagram for explaining the inheritance event. FIG. 34B is the second diagram for explaining the inheritance event. FIG. 34C is the third diagram for explaining the inheritance event. FIG. 34D is the fourth diagram for explaining the inheritance event. In the factor activation turn described above, an inheritance event occurs at 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 the inheritance event occurs in the 31st turn will be described.
[0414] 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 whether or not to activate is performed for all the factors possessed by a total of six trained characters in the first inheritance generation and the second inheritance generation.
[0415] Then, as shown in FIG. 34C, the factors that are selected by the lottery for activation and determined to be activated are displayed. After that, as shown in FIG. 34D, the type of ability parameter or aptitude parameter that increases due to the activation of the factor and the increase value 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 aptitude parameters displayed in the inheritance event are added.
[0416] FIG. 35A is a first diagram for explaining the skill screen 310. FIG. 35B 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. 35A is displayed on the display 26. The skill point display section 214 is displayed on the skill screen 310. The current skill points held by the character (player) to be trained are displayed on the skill point display section 214, as described above. Note that the character to be trained can acquire skill points through successful training or the occurrence of various events.
[0417] Below the skill point display section 214, a skill display area 311 is provided. A plurality of skill display columns 312 are provided in the skill display area 311. The acquired skills, the possessed skills preset for the character to be trained, the possessed skills obtained due to the occurrence of various events, etc. are displayed in the skill display columns 312. In FIG. 35A, three skill display columns 312 are displayed in the skill display area 311. However, 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.
[0418] 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. The skill points required to acquire the skill are displayed in the required point display section 313. Also, an operation section marked with "+" or "-" is provided in the required point display section 313. 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 "-".
[0419] In addition, when the first hint event or the second hint event occurs for the possessed skill, the skill points consumed to acquire this possessed skill are discounted. Also, before the start of the training game, if 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 points display section 313. At this time, a discount rate display icon 314 indicating the discount rate is displayed in the skill display column 312.
[0420] Also, on 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 "acquired" is displayed instead of the required points display section 313.
[0421] Also, below the skill display area 311, a determination operation part 315a, a reset operation part 315b, and a return operation part 315c are provided. When the determination operation part 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.
[0422] 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. 35A. In this case, with the acquisition of the skill, the skill screen 310 is updated as shown in Fig. 35B. 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 section 214, the remaining skill points after the acquisition of the skill are displayed.
[0423] When the reset operation unit 315b is operated, the selection states of all skills are released. Also, when the return operation unit 315c is operated, the skill screen 310 is closed and the top screen 210 is displayed.
[0424] FIG. 36A 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. 36A 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 NPC).
[0425] In the central part of the race selection screen 320, a race selection operation unit 321 for selecting a race event for the character to be trained to start is displayed. Also, in the lower part 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.
[0426] Also, for each race, a start condition is preset, and the player can start the character to be trained only for races that satisfy the start condition. As described above, there are races in which the number of fans is defined as a start condition. For races that do not meet the defined number of fans, as shown in FIG. 36A, the start condition is 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.
[0427] FIG. 36B is a diagram for explaining the race start screen 330. When the start operation unit 322 is operated in a state where the race type of the race to participate in is selected by the race selection operation unit 321, the race start screen 330 shown in FIG. 36B is displayed. A strategy display unit 331 is displayed at the center of the race start screen 330. Also, in the strategy display unit 331, the currently selected strategy (pursuit, passing, leading, escaping) is highlighted. Further, 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.
[0428] Also, a result operation unit 333 and a race operation unit 334 are displayed at the lower part of the race start screen 330. 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.
[0429] FIG. 36C is a first diagram for explaining the race result screen 340. FIG. 36D is a second diagram for explaining the race result screen 340. When the reproduction of the above-mentioned race video is completed and when the result operation unit 333 is operated, the race result screen 340 is displayed on the display 26. In the race result screen 340, as shown in FIG. 36C, the finishing order of the character to be trained in the race is displayed. Also, in the race result screen 340, as shown in FIG. 36D, the class of the current character to be trained is displayed.
[0430] In this embodiment, the character to be trained is classified according to the number of fans acquired. A fan number range is set for each class. Here, the character to be trained is classified into one of eight classes according to the number of fans. In the race result screen 340, the cumulative number of fans obtained by adding the number of fans obtained in this race to the number of fans obtained previously is displayed. Also, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0431] As described above, in the main breeding game, as the turns progress, the ability parameters of the character to be bred increase. The ability parameters increase due to the success of training or the occurrence of various events. And when all turns in the main breeding game end, the breeding game ends. Also, if the goals set for each character cannot be achieved during the main breeding game, the breeding game ends at that point.
[0432] Here, when the breeding game ends, the character to be bred that was bred in the breeding game is stored as a bred character. More precisely, information regarding the bred character (hereinafter referred to as bred character information) bred in the breeding game is stored associated with the player ID. Note that the bred character information is stored in both the player terminal 1 and the server 1000. The bred character information stored associated with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.
[0433] When the breeding game ends, the evaluation score of the bred 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, the evaluation score may be calculated based only on the parameters that affect the race result when the bred 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.
[0434] In addition, for the nurtured character, a nurturing rank is set based on the evaluation points. The nurturing rank is an indicator showing the strength of the nurtured character, and a range of evaluation points is associated with each nurturing rank. For example, a nurtured character with evaluation points of 13,000 to 14,499 is given a nurturing rank of "A+", and a nurtured character with evaluation points of 14,500 to 15,499 is given a nurturing rank of "S". In this way, by assigning a nurturing rank based on the evaluation points, the general strength of the nurtured character becomes easily understandable. Note that the nurtured character information also includes the evaluation points and the nurturing rank.
[0435] Figure 37A is the first figure explaining the nurturing completion screen 350. Figure 37B is the second figure explaining the nurturing completion screen 350. Figure 37C is the third figure explaining the nurturing completion screen 350. When the nurturing game ends, as shown in Figure 37A, the nurturing completion screen 350 is displayed on the display 26. On the nurturing completion screen 350, first, the nurturing rank of the nurtured character is displayed, and then, as shown in Figure 37B, the evaluation points are displayed.
[0436] Also, when a predetermined time has elapsed after the evaluation points are displayed, as shown in Figure 37C, the ability parameters, aptitude parameters, and acquired skills of the nurtured character are displayed on the nurturing completion screen 350. At this time, a close operation part 351 is provided on the nurturing completion screen 350. When the close operation part 351 is tapped, the nurturing completion screen 350 becomes non-displayed, and the home screen 100 is displayed on the display 26.
[0437] Note that when the nurturing game ends, a lottery for the factors acquired by the nurtured character is conducted, and the factor information is linked and stored in the nurtured character. Although not shown in the figure, on the nurturing completion screen 350, the player can display the factor information acquired by the nurtured character. The lottery for the factors is executed according to preset conditions for each factor type. The acquisition probability of the factors, etc. is set based on the result of the nurturing game.
[0438] Also, although detailed description is omitted, by performing a predetermined operation, the player can retire from the breeding game being played, that is, end the breeding game halfway. In this way, when the player retires from the breeding game, the breeding game ends without generating a bred character.
[0439] As described above, in the breeding game, various parameters associated with the breeding target character are updated. When the breeding game is completed, the player can possess a bred character associated with the parameters at the end of the breeding game. The bred character generated in this way can participate in the above-described racing game. Therefore, the player will repeatedly play the breeding game aiming to generate a bred character with higher parameters.
[0440] Next, the functional configurations of the player terminal 1 and the server 1000 will be described.
[0441] (Functional Configuration of Player Terminal 1) FIG. 38 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores a game control program (module) for the terminal side in the program storage area 12a.
[0442] The game control program for the terminal side includes an information setting processing program 700, a breeding game execution program 701, and a processing program 702 at the end of breeding. Note that the programs listed in FIG. 38 are examples, and there are many other programs provided in the game control program for the terminal side.
[0443] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. In addition, a number of other storage units are provided in the data storage area 12b. Here, information directly related to games (hereinafter referred to as game information), such as information for a breeding game, is stored in the game information storage unit 751. In addition, temporary 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 characters in the breeding game is stored in the game information storage unit 751.
[0444] Also, for example, information about 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. Player information is information associated with the player ID and is stored in the player information storage unit 750.
[0445] 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 breeding game execution unit 701a, and a processing unit 702a at the time of breeding completion.
[0446] 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 breeding game execution program 701 and the processing program 702 at the time of breeding completion to function as the breeding game execution unit 701a and the processing unit 702a at the time of breeding completion, respectively.
[0447] When various types of information are set on 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. Further, 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.
[0448] 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.
[0449] When the cultivation game is completed, the cultivation completion time processing unit 702a 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.
[0450] (Functional configuration of the server 1000) FIG. 39 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 is started, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0451] The server-side game control program includes an information setting processing program 1100, a cultivation game execution program 1101, and a cultivation game end processing program 1102. Note that the programs listed in FIG. 39 are examples, and there are many other programs provided in the server-side game control program.
[0452] In the data storage area 1012b, a player information storage unit 1150 and a game information storage unit 1151 are provided as storage units for storing data. In addition, a number of other storage units are 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.
[0453] 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.
[0454] 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 breeding game execution program 1101 and the breeding game end processing program 1102 to cause them to function as the breeding game execution unit 1101a and the breeding game end processing unit 1102a, respectively.
[0455] When various information is 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.
[0456] The breeding game execution unit 1101a executes all processes related to the breeding game.
[0457] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. In addition, the breeding game end processing unit 1102a determines the factors acquired by the breeding character by lottery. Then, the breeding character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, type of character used for breeding, etc. of the breeding character is associated with the player ID and stored in the game information storage unit 1151.
[0458] 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 content of the processing and the range of player information to be stored are different from each other. Also, the breeding game execution unit 701a in the player terminal 1 and the breeding game execution unit 1101a in the server 1000 are common in that they both execute processing related to the breeding game, but their roles, that is, the scope of responsibility, are different.
[0459] The processing performed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below using a flowchart.
[0460] (Processing of player terminal 1 and server 1000) <Processing related to the breeding game> FIG. 40 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the breeding game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).
[0461] When the player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the 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 the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).
[0462] 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 a setting change operation, the friend information, which is information regarding friends, is updated. 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 time intervals.
[0463] When a breeding game start operation for starting the breeding game is input on the player terminal 1, the breeding game execution unit 701a of the player terminal 1 executes preparation stage processing (P6). Also, during this preparation stage processing, communication processing is performed between the player terminal 1 and the server 1000. On the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes preparation stage processing (S6).
[0464] FIG. 41 is a flowchart for explaining the preparation stage processing (P6) on the player terminal 1. The breeding game execution unit 701a of the player terminal 1 executes breeding target character selection screen display processing (P6-1). Here, the breeding game execution unit 701a displays the breeding target character selection screen 150 and temporarily registers the breeding target character based on the player's operation input.
[0465] Specifically, when a display switching operation for switching the display on 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. Further, when the enhancement operation unit 163b is operated on the character details screen 160, the character enhancement screen 165 is displayed. Also, 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 was input, and switches the display screen.
[0466] 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 a cultivation target character. Further, the cultivation game execution unit 701a acquires information about a representative character extracted according to a predetermined extraction condition, such as a friend's representative character, from the server 1000, and displays the inherited character selection screen 170.
[0467] Next, the cultivation game execution unit 701a executes an inherited character selection screen display process (P6-2). Here, when a display switching operation is input, the cultivation game execution unit 701a switches the display screen of the display 26. Also, when a selection operation (operation on the cultivation character icon 182) is input on the cultivation character list screen 180, the cultivation game execution unit 701a temporarily registers the character corresponding to the cultivation character icon 182 on which the selection operation input was performed as an inherited character, and switches the display screen.
[0468] Also, when a determination operation (operation on the next operation unit 154) is input on the inherited character selection screen 170, the cultivation game execution unit 701a displays the support card compilation screen 190 on the display 26.
[0469] Next, the training game execution unit 701a executes support card selection screen display processing (P6-3). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game execution unit 701a temporarily registers the support card corresponding to the card icon 201 on which the selection operation was performed and switches the display screen.
[0470] Also, while the support card editing screen 190 is being displayed, when a display switching operation for switching the screen display is input, the training game execution unit 701a switches the display screen of the display 26. Further, when a determination operation (operation on the start operation unit 193) is input, the training game execution unit 701a displays the final confirmation screen 205 on the display 26.
[0471] Next, the training game execution unit 701a executes final confirmation screen display processing (P6-4). Here, when a display switching operation for switching the screen display is input, the training game execution unit 701a switches the display screen of the display 26.
[0472] Also, on the preset selection screen 205A, when a selection operation (operation on the select operation unit 206c) is input, the training game execution unit 701a temporarily registers reservation selection information corresponding to the preset on which the selection operation input was performed and switches the display screen.
[0473] Note that in the final confirmation screen display processing, it is determined whether the inherited character temporarily registered in P6-2 and the support card temporarily registered in P6-3 satisfy the conditions for starting the training main game. Also, the conditions for starting the training main 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 training main game are satisfied, the start operation unit 205b is enabled, and when not all the conditions are satisfied, the start operation unit 205b is disabled. That is, in the final confirmation screen display processing, the start operation unit 205b is enabled only when all the conditions for starting the training main game are satisfied.
[0474] When a determination operation (operation of the activated start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a transmits confirmation information to the server 1000. The confirmation information includes information for identifying the temporarily registered training target character, inherited character, and support card. When the server 1000 receives the confirmation information, preparatory stage processing (S6) is executed. Although details will be described later, the server 1000 determines whether to permit the execution of the main training game. If it is determined that the execution of the main training game is possible, the player terminal 1 receives permission information from the server 1000.
[0475] After transmitting the confirmation information and receiving the permission information from the server 1000, the training game execution unit 701a performs preparatory stage completion processing (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 the inherited character and the temporarily registered support card in the deck.
[0476] In addition, the training game execution unit 701a registers the character ID of the character set for the specific character based on the specific character information. Also, the training game execution unit 701a sets the initial character identification information. Also, the training game execution unit 701a registers the reserved selection information of the temporarily registered preset. Thereby, the preparatory stage completion processing ends and the main training game starts.
[0477] FIG. 42 is a flowchart for explaining the preparatory stage processing (S6) in the server 1000. When the training game execution unit 1101a receives the confirmation information, it checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the training target character selected by the player is included in the owned characters, the training game execution unit 1101a determines that there is no abnormality (S6-2).
[0478] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game execution unit 1101a checks whether there is any abnormality in the support card selected by the player (S6-3). Note that in S6-3, when a support card not possessed by the player is selected, when the rental card selected by the player is not associated with the player ID of the player, when the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.
[0479] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game execution unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, when the training character selected by the player for the inheritance character is associated with the player ID of the player, that is, when the training character trained by the player himself is selected as the inheritance character, the training game execution unit 1101a determines that there is no abnormality in the inheritance character (YES in S6-6).
[0480] When it is determined that there is no abnormality in the inheritance character, the training game execution unit 1101a determines whether the training character selected by the player for the inheritance character includes the representative character of another player (S6-7). When the representative character of another player is included (YES in S6-7), the training game execution unit 1101a determines whether the number of uses on the current day is less than 3 (S6-8).
[0481] When the number of uses on the current day is less than 3 (YES in S6-8), the training game execution unit 1101a determines whether the player has 2000 or more of a predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the formation conditions are satisfied. When the player has 2000 or more in-game currency (YES in S6-9), the training game execution unit 1101a adds "1" to the number of uses on the current day (S6-10). Also, the training game execution unit 1101a subtracts 2000 from the number of the predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0482] Furthermore, the breeding game execution unit 1101a subtracts the player's game points by a predetermined value (for example, 30) (S6-12). Then, when there is no abnormality in the breeding target character, the inherited character, and the support card, and the formation conditions for using the representative characters of other players are satisfied, the breeding game execution unit 1101a sets the permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, when there is an abnormality in any of the breeding target character, the inherited character, and the support card, or when the formation conditions for using the representative characters of other players are not satisfied, the breeding game execution unit 1101a sets the non-permission information (S6-14) and causes the player terminal 1 to receive it. When the non-permission information is received, on the player terminal 1, the final confirmation screen 205 is displayed and a predetermined error is notified.
[0483] Returning to FIG. 40, when the preparation stage process (P6, S6) ends, on the player terminal 1, the breeding game execution unit 701a executes the breeding stage process (P7). Also, during this breeding stage process, communication processing is performed between the player terminal 1 and the server 1000. On the server 1000, based on the information received from the player terminal 1, the breeding game execution unit 1101a executes the breeding stage process (S7).
[0484] Hereinafter, the breeding stage process (P7) executed on the player terminal 1 and the breeding stage process (S7) executed on the server 1000 will be described. However, here, for ease of understanding, the processes on the player terminal 1 and the processes on the server 1000 will be described by appropriately changing the order.
[0485] FIG. 43 is a flowchart for explaining the cultivation stage process in server 1000. The cultivation game execution unit 1101a of server 1000 waits to receive a start command from player terminal 1 (S7-1). Then, when the start command is received (YES in S7-1), the cultivation game execution unit 1101a executes the turn start process (S10). Note that the start command is transmitted from player terminal 1 to server 1000, for example, at the start of the cultivation stage process, when the process and production related to the current turn are completed, etc.
[0486] FIG. 44 is a flowchart for explaining the process at the start of a turn in server 1000. The cultivation game execution unit 1101a of server 1000 updates the current turn number (S10-1). Then, if the current turn is a factor activation turn (YES in S10-2), the cultivation game execution unit 1101a executes the activation factor determination process (S10-3). Here, for each registered inherited character, it is determined whether to activate the factor.
[0487] Also, the cultivation game execution unit 1101a executes an event occurrence determination process (S10-4). Here, the cultivation game execution unit 1101a determines the events to be generated in the current turn for scenario events, dedicated events, first events, etc.
[0488] Also, if the current turn is not the target turn for which the target race is set (NO in S10-5), the cultivation game execution unit 1101a executes a training item determination process for determining the training item by lottery (S10-6). Here, one training item is determined by lottery from three training items with the same main parameters and classified into different competition genres. This lottery is executed for each of the five main parameters. Therefore, here, five training items are determined from among 15 training items. Also, here, the five determined training items are associated with the first item-specific command 221a to the fifth item-specific command 221e, respectively.
[0489] Next, the training game execution unit 1101a executes link determination processing (S10-7). Here, in S10-6, when two or more training items classified into the same competition genre are determined, determination information indicating that a plurality of item-specific commands 221 associated with these training items are linked to each other is derived. For example, it is assumed that the first item-specific command 221a, the second item-specific command 221b, and the fifth item-specific command 221e are associated with training items classified into the competition genre of ball games. In this case, determination information indicating that the second item-specific command 221b and the fifth item-specific command 221e are linked to the first item-specific command 221a is derived. Also, determination information indicating that the first item-specific command 221a and the fifth item-specific command 221e are linked to the second item-specific command 221b is derived. Further, determination information indicating that the first item-specific command 221a and the second item-specific command 221b are linked to the fifth item-specific command 221e is derived.
[0490] Next, the training game execution unit 1101a executes placement character determination processing (S10-8). Here, the training game execution unit 1101a determines, by lottery, the presence or absence of placement and the training item to be placed for the support character, the specific character, and other story characters based on the placement determination table. At this time, when the training item to be placed is determined, the training game execution unit 1101a associates and stores the character with the determined training item.
[0491] Next, the breeding game execution unit 1101a executes friendship training setting processing (S10-9). Here, the breeding game execution unit 1101a extracts the support characters arranged in the training item in S10-8. Then, for each of the extracted support characters, it is determined whether the setting conditions for the friendship training occurrence possible state are satisfied. The breeding game execution unit 1101a associates friendship training occurrence information with the support characters that satisfy the setting conditions for the friendship training occurrence possible state. Also, friendship training occurrence possible information is associated with the training items in which the support characters that satisfy the setting conditions for the friendship training occurrence possible state are arranged.
[0492] Next, the breeding game execution unit 1101a executes the process of calculating the increase value of the ability parameter (S10-10). Here, based on the ability parameter increase value calculation formula shown in FIG. 28A, for each training item determined in S10-6, the increase value of each of the five ability parameters is calculated. At this time, the determination information derived in S10-7 is referred to. Note that the breeding game execution unit 1101a determines the skill points to be given when the training is successful for each training item.
[0493] Next, the breeding game execution unit 1101a executes the process of calculating the increase value of the competition level (S10-11). Here, based on the competition level increase value calculation formula shown in FIG. 23A, for each training item determined in S10-6, the increase value of the competition level is calculated.
[0494] Next, the breeding game execution unit 1101a determines the update value of the parameter to be updated when the training is executed (S10-12). Here, for example, the amount of decrease or recovery of physical strength at the time of successful training is determined. Also, the breeding game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the character to be bred.
[0495] In addition, the training game execution unit 1101a executes a process for determining the occurrence of a second event (S10-13). Here, the training game execution unit 1101a determines, by lottery, whether to execute a support event preset in a support card associated with a training item.
[0496] Then, the training game execution unit 1101a stores the information determined in each of the above processes as game information and causes the player terminal 1 to receive it (S10-14).
[0497] FIG. 45 is a flowchart for explaining the training stage process in the player terminal 1. The training game execution unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, when the game information is received (YES in P7-1), the training game execution unit 701a executes a command setting process (P7-2). Here, a process of setting commands that can be selected by the player is performed based on the current turn number. Specifically, in turns when training can be executed, five item-specific commands 221 are set as selectable commands based on the received game information. In other words, a training item is associated with each of the five item-specific commands 221. Also, in the target turn in which a target race is set, the target race is set as a selectable command.
[0498] In addition, the training game execution unit 701a executes display control processing for displaying a game screen based on the received game information (P7-3). Here, the training game execution unit 701a performs displays such as the top screen 210 and the training screen 220 based on the received game information. As an example, the training game execution unit 701a displays the item-specific command 221 set in P7-2 on the training screen 220. In addition, the training game execution unit 701a displays the arranged character icon 222 for each training item. Further, the training game execution unit 701a performs display control of the status display unit 213. Furthermore, the training game execution unit 701a causes an effect to be displayed on the item-specific command 221 corresponding to the training item set in the friendship training available state and the training command 215b on the top screen 210.
[0499] After that, when a sub-command related operation (an operation related to skill acquisition or consultation) is input (YES in P7-4), the training game execution unit 701a executes sub-command processing (P15).
[0500] Figure 46 is a flowchart for explaining sub-command processing in the player terminal 1. The training game execution unit 701a determines whether the input sub-command related operation is a decision operation (P15-1). The decision operation is an operation on the change button 268a of the consultation screen 260 in FIG. 32 and an operation on the decision operation unit 315a of the skill screen 310 in FIGS. 35A and 35B. That is, the decision operation is an operation to acquire a skill or an operation to change the item-specific command 221.
[0501] When the input sub-command related operation is a decision operation (YES in P15-1), the training game execution unit 701a transmits sub-command designation information to the server 1000 (P15-2). The sub-command designation information includes information indicating the skill to be acquired or information indicating the training items (competition genres) before and after the change.
[0502] As will be described in detail later, when the server 1000 receives the sub-command specification information, update information is set. The player terminal 1 waits to receive the update information from the server 1000 (P15-3). When the update information is received (YES in P15-3), the cultivation game execution unit 701a executes the update information reception process (P15-4). Here, the cultivation game execution unit 701a updates the game information in the game information storage unit 751 based on the received update information. In addition, the cultivation game execution unit 701a executes a display control process for updating the game screen based on the player's operation input or the received update information (P15-5).
[0503] Returning to FIG. 45, the cultivation game execution unit 701a repeats the processes from P7-3 to P7-5 until the main command is operated (NO in P7-5). When the main command is operated (YES in P7-5), the cultivation game execution unit 701a transmits the main command specification information corresponding to the main command with the player's operation input to the server 1000 (P7-6). Thereafter, the player terminal 1 waits until it receives the result information from the server 1000 (NO in P7-7).
[0504] Returning to FIG. 43, after executing the turn start process, when the cultivation game execution unit 1101a receives the sub-command specification information from the player terminal 1 (YES in S7-2), it executes the sub-command specification information reception process (S15).
[0505] FIG. 47 is a flowchart for explaining the sub-command specification information reception process in the server 1000. When receiving the sub-command specification information indicating the acquisition of a skill (YES in S15-1), the cultivation game execution unit 1101a executes the skill acquisition process (S15-2). Here, acquisition information is associated with the skill acquired by the player. Also, here, skill points are subtracted according to the acquired skill.
[0506] When receiving sub-command specification information indicating a change in the training item (YES in S15-3), the training game execution unit 1101a determines whether the number of available changes is greater than 0 (S15-4). If the number of available changes is greater than 0 (YES in S15-4), the training game execution unit 1101a changes the selectable training item (item-specific command 221) based on the received sub-command specification information (S15-5). Also, here, based on the changed training item, the increase values of the ability parameters and skill points are recalculated. Further, the training game execution unit 1101a subtracts "1" from the number of available changes (S15-6). Additionally, the training game execution unit 1101a sets update information indicating the information updated in S15-2 or S15-5, S15-6, and causes the player terminal 1 to receive it (S15-7).
[0507] Returning to FIG. 43, when receiving main command specification information from the player terminal 1 (YES in S7-3), the training game execution unit 1101a executes main command specification information reception processing (S20).
[0508] FIG. 48 is a flowchart for explaining main command specification information reception processing in the server 1000. When receiving main command specification information indicating an operation input of the going-out command 215c (YES in S20-1), the training game execution unit 1101a performs going-out execution processing (S20-2). Here, a going-out event that increases the physical strength and motivation parameters is determined. Also, based on the determined going-out event, the physical strength and motivation parameters are updated.
[0509] When receiving main command specification information indicating an operation input of the rest command 215a (YES in S20-3), the training game execution unit 1101a performs rest execution processing (S20-4). Here, a rest event that increases the physical strength parameter is determined. Also, based on the determined rest event, the physical strength parameter is updated.
[0510] When receiving main command specification information indicating the operation input of the school infirmary command 215d (YES in S20-5), the breeding game execution unit 1101a performs school infirmary execution processing (S20-6). Here, a school infirmary event for canceling the activated debuff effect is determined. Also, based on the determined school infirmary event, the debuff effect is canceled.
[0511] When receiving main command specification information indicating the operation input for starting a race (YES in S20-7), the breeding game execution unit 1101a performs race execution processing (S20-8). Here, based on the parameters of the breeding target character and NPC participating in the race, a simulation of the race is executed. Also, the breeding game execution unit 1101a executes reward giving processing for giving rewards to the player (S20-9). Here, based on the result of the simulation, that is, based on the finishing order of the breeding target character, the race development, etc., a reward is determined, and the determined reward is given to the player.
[0512] When receiving main command specification information indicating the execution of any training (YES in S20-10), the breeding game execution unit 1101a performs success determination processing (S20-11). Here, based on the failure rate calculated in advance at the start of the turn, the success or failure of the training is determined. Then, the breeding game execution unit 1101a updates various parameters based on the determination result of S20-11 (S20-12).
[0513] If the training is successful, the ability parameters, skill points, etc. are updated as determined in S10-10 at the start of the training. Also, here, the bond parameter of the placed character, the competition level of the executed training item, the competition level of the training item set in the link command for the executed training item, the training level of the executed training item, physical strength, and motivation value are updated. Furthermore, here, if the state where the heat-up effect can be activated is set, the number of times of effect-giving training is decreased by 1.
[0514] In addition, the training game execution unit 1101a executes a second event determination process for determining whether to execute the second event (S20-13). When it is determined to execute the second event involving changes in various parameters such as ability parameters and competition levels, the parameters are updated. Also, based on the competition level updated in the processes from S20-1 to S20-13, the training game execution unit 1101a determines whether the total competition level of any competition genre has reached the activation threshold (S20-14). When the total competition level reaches the activation threshold (YES in S20-14), the training game execution unit 1101a sets the heat-up effect to an activatable state (S20-15). Here, the training game execution unit 1101a adds "2" to the number of effect-giving training times of the heat-up effect corresponding to the competition genre for which the total competition level has reached the activation threshold.
[0515] Then, the training game execution unit 1101a sets the result information including the results of the above processes and the updated various information, and causes the player terminal 1 to receive it (S20-16).
[0516] When any item-specific command 221 is temporarily selected on the player terminal 1, a link determination process may be executed on the player terminal 1 or the server 1000 in the same manner as in S10-7. Then, based on the determination result in the link determination process, the increase value of various parameters is calculated, and when the training is successful, the various parameters may be updated based on the increase value calculated when it was temporarily selected.
[0517] Returning to FIG. 45, when the player terminal 1 receives the result information from the server 1000 (YES in P7-7), the training game execution unit 701a executes the result information reception process (P20).
[0518] FIG. 49 is a flowchart for explaining the result information reception process in the player terminal 1. The breeding game execution unit 701a determines an execution pattern of the production based on the received result information (P20-1). Then, the breeding game execution unit 701a executes the production in the execution pattern determined in P20-1 (P20-2). Here, when a training in which a friendship training occurrence possible state is set is successful, a friendship training dedicated production is executed.
[0519] Also, when an event occurs after the selection of the main command, starting from the second event (YES in P20-3), the breeding game execution unit 701a executes a production for the occurring event (P20-4). Here, when the heat-up effect activation possible state is set, a production corresponding to the heat-up effect set in the activation possible state is executed. Further, the breeding game execution unit 701a updates the parameters based on the received result information (P20-5).
[0520] Then, when all the productions to be executed in the current turn are completed, the breeding game execution unit 701a determines whether the current turn is a turn in which the tournament is held. If it is a turn in which the tournament is held (YES in P20-6), the breeding game execution unit 701a transmits an end command to the server 1000 (P20-7). On the other hand, if the current turn is not a turn in which the tournament is held (NO in P20-6), the breeding game execution unit 701a transmits a start command to the server 1000 (P20-8). When the start command is transmitted to the server 1000, the current turn ends in the player terminal 1. Then, when the server 1000 receives the start command, thereafter, the process for the next turn is executed by the same process as above.
[0521] Returning to FIG. 43, when the server 1000 receives an end command (YES in S7-4), the breeding game execution unit 1101a determines whether the current turn is a turn in which the tournament is held (S7-5). If it is a turn in which the tournament is held (YES in S7-5), the breeding game execution unit 1101a executes a tournament holding process (S30).
[0522] Figure 50 is a flowchart for explaining the tournament hosting process in server 1000. The training game execution unit 1101a extracts the competition level for each training item (S30-1). Also, the training game execution unit 1101a executes a winning determination for each training item based on the extracted competition level (S30-2). In the winning determination, it is determined as a win when the competition level is equal to or higher than the standard level of this tournament. Note that this winning determination is executed for each training item.
[0523] Also, the training game execution unit 1101a executes a tournament bonus setting process based on the result of the winning determination in S30-2 (S30-3). Here, the total number of wins for each competition genre is derived. And when the total number of wins reaches the threshold value, a process of awarding a tournament bonus is executed. Note that the awarding of the tournament bonus may be done by storing a value that increases the training effect.
[0524] The training game execution unit 1101a sets the number of times the item-specific command 221 can be changed to a predetermined number (here, "3") (S30-4). As a result, after the tournament, from the next turn, a tournament bonus is awarded. Then, the training game execution unit 1101a sets the winning determination information based on the results from S30-2 to S30-4 and causes it to be received by the player terminal 1.
[0525] Returning to Figure 45, when the player terminal 1 receives the winning determination information (P7-8), the training game execution unit 701a executes a winning determination information reception process (P30).
[0526] FIG. 51 is a flowchart for explaining the winning determination information reception process in the player terminal 1. The cultivation game execution unit 701a determines an execution pattern of the production based on the received winning determination information (P30-1). Here, the item-specific production images 250 corresponding to the top five training items in the competition level and the result screen 251 are determined. The cultivation game execution unit 701a executes the production with the determined execution pattern (P30-2). In addition, the cultivation game execution unit 701a updates various parameters (P30-3) and transmits a start command to the server 1000 (P30-4). Thereby, the current turn ends and the next turn starts.
[0527] Returning to FIG. 40, in the server 1000, when the above-mentioned cultivation stage process (S7) ends, the cultivation game end processing unit 1102a executes the cultivation game end process (S8).
[0528] FIG. 52 is a flowchart for explaining the cultivation game end process in the server 1000. The cultivation game end processing unit 1102a derives an evaluation score based on various parameters of the cultivation target character (S8-1). In addition, the cultivation game end processing unit 1102a derives a cultivation rank based on the derived evaluation score (S8-2).
[0529] In addition, the cultivation game end processing unit 1102a determines the factors acquired by the cultivation character (S8-3). In addition, the cultivation game end processing unit 1102a determines the class based on the number of fans acquired (S8-4). In addition, the cultivation game end processing unit 1102a determines the affection points based on predetermined parameters such as the cultivation rank or the number of fans (S8-5). Although detailed description is omitted, the affection points are points given to the character that is the origin of the cultivation character, not the cultivation character itself.
[0530] The above-described story screens are provided in plural for each character, and release conditions are set for some of the story screens. Among the story screens, there are those in which affection points are set as release conditions, and when the affection points become equal to or more than the threshold value, the player can view the said story screen.
[0531] Also, the cultivation game end processing unit 1102a determines the alias (S8-6). Here, the conditions achieved in the main cultivation game are confirmed, and the alias that the cultivated character acquires is determined. Also, the cultivation game end processing unit 1102a determines the reward to be given to the player (S8-7). Also, the cultivation game end processing unit 1102a associates the cultivation character information including the evaluation points, cultivation rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, alias, etc. with the player ID of the said player, and stores it in the game information storage unit 1151 (S8-8). Also, the cultivation game end processing unit 1102a sets the cultivation result information and causes the player terminal 1 to receive it (S8-9).
[0532] Returning to FIG. 40, when the player terminal 1 receives the cultivation result information, the cultivation completion time processing unit 702a executes the cultivation game end processing (P8). Here, the cultivation completion time processing unit 702a stores the received cultivation result information in the game information storage unit 751. Also, the cultivation completion time processing unit 702a displays the cultivation completion screen 350 (see FIGS. 37A, 37B, and 37C) on the display 26 based on the cultivation result information.
[0533] By the above processing, the above-described cultivation game is realized. Also, the cultivation character information related to the cultivation character cultivated (created) by the cultivation game is stored in association with the player ID.
[0534] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that they also belong to the technical scope.
[0535] The gameplay, and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. The information processing program may be any program that causes a computer (either one or both of the player terminal 1 and the server 1000 in the embodiment) to perform the following processing.
[0536] (Processing to be performed by the computer) A process (in the embodiment, as an example, S10-6) of classifying into any of a plurality of types (in the embodiment, as an example, a competition genre), designating the actions of the character to be trained, and making a plurality of commands (in the embodiment, as an example, main commands) each associated with a specific parameter (in the embodiment, as an example, a competition level) selectable by the player as selectable commands. A process (in the embodiment, as an example, S20-12) of updating one or more parameters (in the embodiment, as an example, ability parameters) associated with the character to be trained based on the selectable command selected by the player. A process (in the embodiment, as an example, S20-12) of updating the specific parameter associated with the selectable command selected by the player. A process (in the embodiment, as an example, S20-14) of determining for each type whether the total value of the specific parameters associated with the commands classified into the same type has reached a threshold value. A process (in the embodiment, as an example, S20-15) of making it possible to activate the utility (in the embodiment, as an example, the heat-up effect) corresponding to the type determined to have reached the threshold value of the total value of the specific parameters.
[0537] In the above embodiment, the case where the training item is a competition and the category into which the training item is classified is a competition genre has been described. However, the contents of the training item and the category are merely examples and are not limited to the above embodiment. In any case, it is sufficient that a plurality of commands for specifying the actions of the character to be trained are classified into any of a plurality of categories. Further, it is sufficient that a plurality of commands can be selected by the player as selectable commands.
[0538] In the above embodiment, it is assumed that the training items that can be selected by the player are determined by the server 1000. However, the training items may be determined on the player terminal 1. Further, for example, the increase value of the ability parameter and the increase value of the competition level may also be determined on the player terminal 1.
[0539] In addition, the process for enabling the utility to be activated may manage the number of times the utility can be activated, and based on the selection of a selectable command by the player, decrease the number of times it can be activated (in the embodiment, the number of times of effect-giving training as an example). In the above embodiment, the case where the utility can be activated by setting the number of times of effect-giving training has been described. However, for example, whether the utility can be activated may be switched by turning on or off a flag indicating the activatable state of the utility. Further, the heat-up effect may be permanently given until the end of the main breeding game, like the tournament bonus.
[0540] In addition, the process for enabling the utility to be activated may increase the number of times it can be activated when it is determined that the total value of the specific parameter has reached the threshold for the category corresponding to the utility in a state where the number of times it can be activated is 1 or more.
[0541] In addition, the commands that can be selected by the player as selectable commands may include commands to which no specific parameter is associated (in the embodiment, sub-commands as an example). Also, the process of making selectable commands selectable for the player may be repeatedly executed multiple times (in the embodiment, for example, multiple turns). Also, in the process of updating a specific parameter, if the specific parameter is not associated with the immediately previous selectable command selected by the player, the update value of the specific parameter may be made larger than when the specific parameter is associated with the immediately previous selectable command selected by the player.
[0542] Note that, among the cultivation games described in the above embodiment, some functions may not be provided. Also, part or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, part or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential. For example, all programs for executing the above game may be stored in the player terminal 1.
[0543] Note that the information processing program for executing the processing in the above embodiment and various modification examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modification examples may be an information processing method for realizing each function and the steps shown in the flowchart.
Description of Reference Numerals
[0544] 1 Player Terminal 1000 Server S Information Processing System
Claims
1. A process of classifying into any of a plurality of types, making a plurality of commands that specify the actions of a character to be trained and to which specific parameters are respectively associated selectable by a player as selectable commands, and a process of updating one or more parameters associated with the character to be trained based on the selectable command selected by the player, and a process of updating the specific parameter associated with the selectable command selected by the player, and a process of determining for each type whether the total value of the specific parameters associated with each of the plurality of commands classified into the same type has reached a threshold value, and a process of making it possible to activate an effect corresponding to the type for which it is determined that the total value of the specific parameter has reached the threshold value, and causing a computer to perform, The process of making the effect activatable is managing the number of times the effect can be activated and decreasing the number of times the effect can be activated based on the selection of the selectable command by the player. An information processing program.
2. The process of making the effect activatable is increasing the number of times the effect can be activated when it is determined that the total value of the specific parameter has reached the threshold value for the type corresponding to the effect in a state where the number of times the effect can be activated is 1 or more. The information processing program according to Claim 1.
3. The commands made selectable by the player as the selectable commands include commands to which the specific parameter is not associated, The process of making the selectable commands selectable by the player is repeatedly executed a plurality of times, The process of updating the specific parameter is when the specific parameter is not associated with the immediately previous selectable command selected by the player, making the update value of the specific parameter larger than when the specific parameter is associated with the immediately previous selectable command selected by the player. The information processing program according to Claim 1 or 2.
4. An information processing method performed by one or more computers, the method comprising: a process of classifying into any of a plurality of types, making a plurality of commands that specify the actions of a character to be trained and to which specific parameters are respectively associated selectable by a player as selectable commands, and Based on the selectable command selected by the player, a process of updating one or more parameters associated with the character to be trained, A process of updating the specific parameter associated with the selectable command selected by the player, A process of determining for each type whether the total value of the specific parameters associated with each of the plurality of commands classified into the same type has reached a threshold value, A process of enabling the activation of an effect corresponding to the type determined to have reached the threshold value for the total value of the specific parameters, including, The process of enabling the activation of the effect, manages the number of times the effect can be activated, and based on the selectable command being selected by the player, decreases the number of times the effect can be activated, Information processing method.
5. Comprising one or more computers, The computer, A process of classifying into any of a plurality of types, designating the actions of the character to be trained, and making a plurality of commands each associated with a specific parameter selectable by the player as selectable commands, Based on the selectable command selected by the player, a process of updating one or more parameters associated with the character to be trained, A process of updating the specific parameter associated with the selectable command selected by the player, A process of determining for each type whether the total value of the specific parameters associated with each of the plurality of commands classified into the same type has reached a threshold value, A process of enabling the activation of an effect corresponding to the type determined to have reached the threshold value for the total value of the specific parameters, performs, The process of enabling the activation of the effect, manages the number of times the effect can be activated, and based on the selectable command being selected by the player, decreases the number of times the effect can be activated, Information processing system.
6. Comprising one or more computers, The computer, A process of classifying into any of a plurality of types, designating the actions of the character to be trained, and making a plurality of commands each associated with a specific parameter selectable by the player as selectable commands, Based on the selectable command selected by the player, a process of updating one or more parameters associated with the character to be trained, The process of updating the specific parameter associated with the selectable command selected by the player; The process of determining for each type whether the total value of the specific parameters associated with each of the plurality of commands classified into the same type has reached a threshold value; The process of enabling the activation of the utility corresponding to the type determined to have reached the threshold value of the total value of the specific parameters; Performing; The process of enabling the activation of the utility: Manages the number of times the utility can be activated, and reduces the number of times based on the selectable command being selected by the player. A game device.
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