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

The information processing system addresses the complexity of game content rental by ranking and organizing game media based on player information, reducing disparities and enhancing player engagement.

JP7762675B2Active Publication Date: 2025-10-30CYGAMES INC
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Patent Information

Application Number
JP2023008110
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-23
Publication Date
2025-10-30
Estimated Expiration
2041-12-10

AI Technical Summary

Technical Problem

The complexity of finding desired game content for rental in existing game systems leads to disparities among players, hindering effective utilization of rental functions.

Method used

An information processing system that ranks linked game media based on player information and organizes them into decks, adjusting compilation conditions based on the ranking of other players, allowing for a game execution that includes generating and executing games using these decks.

Benefits of technology

This system reduces disparities among players by facilitating the organization and utilization of game content, enhancing player engagement and equality.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To reduce the disparity between players.SOLUTION: An information processing program allows a computer to execute a process of ranking of ranking objects associated with each of players who play a predetermined game on the basis of a result of the predetermined game, a process of allowing a second player who differs from a first player to be capable of organizing a game medium associated with the first player in which order of the ranking objects is predetermined order, and a process of executing a game by using the deck in which the game medium is organized.SELECTED DRAWING: Figure 52
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Description

[Technical Field]

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

[0002] As disclosed in Patent Document 1, a game with a rental function that allows players to lend and borrow game media such as characters has been known. For example, when a game progresses using a deck made up of multiple game media, a player creates a deck before the start of the game. At this time, a player can rent game media owned by another player and use them in the deck. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-64081 Summary of the Invention [Problem to be solved by the invention]

[0004] However, if the task of finding the game content that a player desires from among the game content that can be rented becomes complicated, the rental function cannot be effectively utilized, which poses a problem of widening the gap between players.

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

[0006] In order to solve the above problem, an information processing program The player plays Based on the result of a predetermined game, player information of a player who played the predetermined game is acquired. Informing A process of ranking the linked ranking targets; To one player playing the predetermined game, game media linked to player information of other players is provided. A process to make it possible to organize it into a deck; The first a process of executing a game using the deck containing the game contents based on an operation of a player; Let the computer carry out 、 a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; The organization conditions differ depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not.

[0009] the predetermined game is a game using the deck, the game content is generated based on the completion of the progress of the predetermined game; the ranking target is the game medium generated based on the completion of the progress of the predetermined game; The process of executing a game using the deck includes: A new predetermined game is executed using the deck in which the game contents generated based on the completion of the progress of the past predetermined game are organized. That's fine.

[0010] The process of ranking the ranking targets includes: The specified game within a specified period Based on the progress of the end The generated game media may be ranked.

[0011] In order to solve the above problem, an information processing method is an information processing method performed by a computer, The player plays Based on the result of a predetermined game, player information of a player who played the predetermined game is acquired. Informing A process of ranking the linked ranking targets; To one player playing the predetermined game, game media linked to player information of other players is provided. A process to make it possible to organize it into a deck; The first a process of executing a game using the deck containing the game contents based on an operation of a player; Including, a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; The organization conditions differ depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not.

[0012] In order to solve the above problem, the game device one or more computers; The computer The player plays Based on the result of a predetermined game, player information of a player who played the predetermined game is acquired. Informing A process of ranking the linked ranking targets; To one player playing the predetermined game, game media linked to player information of other players is provided. A process to make it possible to organize it into a deck; The first a process of executing a game using the deck containing the game contents based on an operation of a player; Carry out death, a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; The organization conditions differ depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not.

[0013] In order to solve the above problem, the information processing system includes: one or more computers; The computer The player plays Based on the result of a predetermined game, player information of a player who played the predetermined game is acquired. Informing A process of ranking the linked ranking targets; To one player playing the predetermined game, game media linked to player information of other players is provided. A process to make it possible to organize it into a deck; The first a process of executing a game using the deck containing the game contents based on an operation of a player; Carry out death, a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; The organization conditions differ depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. [Effects of the Invention]

[0014] According to the present invention, the disparity between players can be reduced. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a music playback condition setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an ability parameter (initial value) table. Fig. 6B is a diagram illustrating an aptitude parameter (initial value) table. Fig. 6C is a diagram illustrating a skill table. Fig. 6D is a diagram illustrating a dedicated event table. [Figure 7] Fig. 7A is a first diagram illustrating an inheritance character selection screen. Fig. 7B is a first diagram illustrating a training character list screen. Fig. 7C is a second diagram illustrating an inheritance character selection screen. Fig. 7D is a third diagram illustrating an inheritance character selection screen. [Figure 8] Fig. 8A is a first diagram illustrating a support card organization screen, Fig. 8B is a diagram illustrating a support card selection screen, and Fig. 8C is a second diagram illustrating a support card organization screen. [Figure 9] Fig. 9A is a diagram illustrating a support card table, Fig. 9B is a diagram illustrating a support effect table, Fig. 9C is a diagram illustrating a possessed skill table, and Fig. 9D is a diagram illustrating a support event table. [Figure 10] FIG. 10 is a first diagram illustrating the character identification information table. [Figure 11] FIG. 11 is a second diagram illustrating the character identification information table. [Figure 12] FIG. 12 is a diagram illustrating the selection item table. [Figure 13] Figure 13A is a first diagram illustrating a game screen, and Figure 13B is a second diagram illustrating a game screen. [Figure 14] Fig. 14A is a first diagram illustrating a training screen. Fig. 14B is a second diagram illustrating a training screen. Fig. 14C is a diagram illustrating a training result notification screen. Fig. 14D is a diagram illustrating an event screen. [Figure 15] Fig. 15A is a first diagram illustrating the skill screen, and Fig. 15B is a second diagram illustrating the skill screen. [Figure 16] Fig. 16A is a first diagram illustrating an individual race selection screen, Fig. 16B is a diagram illustrating an individual race start screen, and Fig. 16C is a diagram illustrating an individual race result screen. [Figure 17] Fig. 17A is a diagram illustrating a team race selection screen. Fig. 17B is a diagram illustrating a team race organization screen. Fig. 17C is a diagram illustrating a team race start screen. Fig. 17D is a diagram illustrating a team race interim result screen. [Figure 18] Fig. 18A is a first diagram illustrating a team race detailed results screen. Fig. 18B is a first diagram illustrating a team race overall results screen. Fig. 18C is a second diagram illustrating a team race detailed results screen. Fig. 18D is a second diagram illustrating a team race overall results screen. [Figure 19] FIG. 19 is a diagram illustrating the general flow of the turn start processing. [Figure 20] FIG. 20 is a diagram for explaining the arrangement presence / absence table. [Figure 21] Fig. 21A is a diagram illustrating a training level table. Fig. 21B is a diagram illustrating a fixed increase value (speed) table. Fig. 21C is a diagram illustrating a fixed increase value table (power). Fig. 21D is a diagram illustrating a bonus addition rate table. [Figure 22]FIG. 22 is a diagram illustrating event types and event classifications. [Figure 23] FIG. 23 is a diagram illustrating the relationship between the event type and the number of turns. [Figure 24] Fig. 24A is a third diagram illustrating a game screen, and Fig. 24B is a third diagram illustrating a training screen. [Figure 25] Fig. 25A is a diagram illustrating a training event execution determination table, Fig. 25B is a diagram illustrating a special icon determination table, and Fig. 25C is a diagram illustrating a bonus icon determination table. [Figure 26] Figure 26A is a diagram illustrating a fixed bonus value (main character) table, and Figure 26B is a diagram illustrating an additional bonus value (main character) table. [Figure 27] Fig. 27A is a diagram illustrating a fixed increase value (special training target) table, and Fig. 27B is a diagram illustrating a bonus increase value (special training target) table. [Figure 28] Fig. 28A is a diagram illustrating the breeding completion screen, Fig. 28B is a second diagram illustrating the breeding completion screen, and Fig. 28C is a third diagram illustrating the breeding completion screen. [Figure 29] Fig. 29A is a diagram for explaining an outline of a specific event, and Fig. 29B is a diagram for explaining the correspondence between test points and grades. [Figure 30] Fig. 30A is a diagram illustrating a home screen during a specific event. Fig. 30B is a diagram illustrating a specific event top screen. Fig. 30C is a diagram illustrating a support card ranking screen. Fig. 30D is a diagram illustrating a training character ranking screen. [Figure 31] FIG. 31 is a diagram illustrating the player information confirmation screen. [Figure 32] Figure 32A is a first diagram illustrating the character details dialog, Figure 32B is a second diagram illustrating the character details dialog, and Figure 32C is a third diagram illustrating the character details dialog. [Figure 33]FIG. 33 is a diagram illustrating an example of the timing of updating the rankings. [Figure 34] Fig. 34A is a fourth diagram illustrating the inheritance character selection screen, and Fig. 34B is a second diagram illustrating the training character list screen. [Figure 35] FIG. 35 is a third diagram illustrating the support card organization screen. [Figure 36] Figure 36A is a first diagram illustrating the test result screen. Figure 36B is a second diagram illustrating the test result screen. Figure 36C is a third diagram illustrating the test result screen. Figure 36D is a fourth diagram illustrating the test result screen. [Figure 37] FIG. 37 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 38] FIG. 38 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 39] FIG. 39 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 40] FIG. 40 is a first flowchart illustrating the preparation stage processing in the player terminal. [Figure 41] FIG. 41 is a second flowchart illustrating the preparation stage processing in the player terminal. [Figure 42] FIG. 42 is a flowchart illustrating the preparation stage processing in the server. [Figure 43] FIG. 43 is a flowchart illustrating the development stage processing in the player terminal. [Figure 44] FIG. 44 is a flowchart illustrating the turn start processing at the player terminal. [Figure 45] FIG. 45 is a flowchart illustrating the placement process in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the numerical value determination process at the player terminal. [Figure 47]FIG. 47 is a flowchart illustrating the event determination process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the process during a turn at the player terminal. [Figure 49] FIG. 49 is a flowchart illustrating the training execution process in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the training game ending process in the server. [Figure 51] FIG. 51 is a sequence diagram illustrating the processing of the player terminals and the server related to the training game during the period when a specific event is held. [Figure 52] FIG. 52 is a flowchart illustrating the ranking information update process in the server. [Figure 53] FIG. 53 is a flowchart illustrating the preparation stage processing at the player terminal when the event mode is selected. [Figure 54] FIG. 54 is a flowchart illustrating the preparation stage processing in the server during the period when a specific event is held. [Figure 55] FIG. 55 is a flowchart illustrating the training game ending process in the server when the event mode is selected. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through 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 that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0021] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0024] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0025] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0027] The storage unit 18 is configured with 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 connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. 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 which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0031] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess characters acquired by lottery, known as gacha, or characters distributed by the operator. In addition, a player can possess support cards acquired by lottery or distributed by the operator.

[0032] As will be described in detail later, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has gameplay in which the character is trained by competing in races that mimic horse racing.

[0033] 3A is a diagram illustrating an example of a 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 bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

[0034] Here, a home screen selection operation section 102a, a strengthening screen selection operation section 102b, a story screen selection operation section 102c, a team stadium screen selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0035] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG.

[0036] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player owns. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.

[0037] 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. On the story screen, the player can select and view a character and a story image.

[0038] When the team competition field screen selection operation unit 102d is tapped, a team competition field screen (not shown) is displayed. On the team competition field screen, a player can play a team competition game in which a team that the player has organized competes against a team of other players selected by the computer. The team competition game has the characteristic of competing with other players for rankings.

[0039] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.

[0040] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters the player owns and sets it as the main character, which is the character to be trained. In the preparation stage, the player also sets a deck to be used when training the main character. The deck is organized with a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0041] Once the main character and deck (successor characters and support cards) are set, the game transitions from the preparation stage to the training stage, and a game for training the main character begins. The player can possess the characters trained in the training game as training characters. As described above, the player can organize the training characters they possess into a team and use them in the team competitive game.

[0042] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0043] In addition, this embodiment includes a function for sharing characters or support cards between players and a function for sharing information between multiple players. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0044] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0045] The operation units of the option setting screen 110 include a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0046] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0047] 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. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. 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.

[0048] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0049] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail later, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0050] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the training game played by that other player.

[0051] Although a detailed description will be omitted, when the profile information settings are 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.

[0052] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.

[0053] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set the home screen setting characters 132 to be displayed on the home screen 100. The player can set up to four home screen setting characters 132 to be displayed on the home screen 100.

[0054] Although not shown in the drawings, when a left-right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. Four home screen setting characters 132 that are currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation units displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.

[0055] The home setting screen 130 displays a character image corresponding to each of the four currently set home screen setting characters 132 and the corresponding operation unit in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. The player can also set an outfit for the home screen setting character 132 on the home setting screen 130.

[0056] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, a player can exchange information with other players who belong to the same circle.

[0057] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game starts. The training game will be described in detail below.

[0058] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player trains one main character selected from the characters they own as a character to be trained.

[0059] The setting game, in which the player registers the main character and deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0060] <Preparatory processing> The preparation stage processing mainly involves registering the main character, registering the deck (inherited characters and support cards), registering specific characters, and setting initial character identification information. Note that support cards are intended to assist in the development of the main character. Each support card is always associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character associated with the support card will be referred to as the support character.

[0061] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals during the game set, and the player must clear the set goals sequentially. Each scenario has different goals and the time required to achieve the goals. The player can select one of the multiple scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.

[0062] 5A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. A parameter display section 152 is displayed in the upper part of the main character selection screen 150. A return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.

[0063] In this embodiment, an initial value of an ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the parameter display section 152. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.

[0064] 6A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 6A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. Then, the initial values ​​of ability parameters are displayed in parameter display section 152 based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0065] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the parameter display section 152, a stamina ability parameter marked "Stamina" in the parameter display section 152, a power ability parameter marked "Power" in the parameter display section 152, a tenacity ability parameter marked "Spirit" in the parameter display section 152, and a wisdom ability parameter marked "Wisdom" in the parameter display section 152.

[0066] The initial value of each character's ability parameter may be increased by a player's operation, etc. For example, five levels may be set for characters, and the player may increase the character's level by consuming in-game currency or predetermined items. In this case, the initial value of the ability parameter may increase as the character's level increases. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value for the ability parameter.

[0067] In this embodiment, aptitude parameters (initial values) are set for each character. FIG. 6B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 6B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Note that the initial values ​​of aptitude parameters may be displayed in parameter display unit 152 based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table.

[0068] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0069] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also be changed in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0070] Fig. 5B is a first diagram illustrating the character details screen 160. Fig. 5C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.

[0071] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the individual races and team races described below. The activation of skills gives each character an advantage in the race.

[0072] FIG. 6C is a diagram illustrating a skill table. As shown in FIG. 6C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, skills are displayed on the character detail screen 160 as shown in FIG. 5B. Note that skills cannot be activated simply by possessing them, and can only be activated by acquiring them. Hereinafter, skills that a character can activate are referred to as acquired skills.

[0073] A character is set with one acquired skill 161a from the start of the training main game. In addition to the acquired skill 161a, a plurality of possessed skills 161b are set with the character. The possessed skills 161b are skills that can be acquired by consuming skill points, which will be described later, after the training main game starts. In other words, the possessed skills 161b can become acquired skills 161a in exchange for skill points.

[0074] In this embodiment, skills corresponding to "◎" in the skill table shown in Fig. 6C are displayed as acquired skills 161a on the character detail screen 160 of Fig. 5B. Skills corresponding to "◯" in the skill table shown in Fig. 6C are displayed as possessed skills 161b on the character detail screen 160 of Fig. 5B. In this embodiment, as shown on the character detail screen 160 of Fig. 5B, acquired skills 161a are highlighted so that acquired skills 161a and possessed skills 161b can be easily distinguished from each other.

[0075] In this embodiment, FIG. 5B shows a case in which one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but this is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Furthermore, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0076] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, and a dedicated event 162a provided for each character is displayed, as shown in Fig. 5C. In this case, the event operation section 162 is highlighted, as shown in Fig. 5C. The dedicated event 162a occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.

[0077] 6D is a diagram illustrating a dedicated event table. As shown in FIG. 6D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character detail screen 160, as shown in FIG. 5C. The dedicated events 162a may include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0078] 5C may be executed in its entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events 162a provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, dedicated events 162a not displayed as dedicated events 162a may be executed during the training main game if a predetermined condition is met.

[0079] 5B and 5C, a close operation section 163 marked "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the main character selection screen 150 is displayed on the display 26.

[0080] 5A, when return operation unit 153 is tapped on main character selection screen 150, home screen 100 shown in Fig. 3A is displayed on display 26. When next operation unit 154 is tapped on main character selection screen 150 shown in Fig. 5A, the selected character is set as the main character, and succession character selection screen 170 is displayed on display 26.

[0081] <Registering a successor character> FIG. 7A is a first diagram illustrating an inheritance character selection screen 170. FIG. 7B is a first diagram illustrating a training character list screen 180. FIG. 7C is a second diagram illustrating the inheritance character selection screen 170. FIG. 7D is a third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is a screen on which a player registers an inheritance character. An inheritance character is a character that inherits ability values, skills, and the like to the main character. A player can select two inheritance characters from the player's own training character and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of another player can be organized in a deck as an inheritance character in a single training game.

[0082] First inheriting character selection area 171a and second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from main character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blank spaces, as shown in FIG. 7A.

[0083] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a development character list screen 180 shown in FIG. 7B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, below the My Character tab 181a and the Rental tab 181b, a development character list display area is provided. Development character icons 182 are displayed in the development character list display area.

[0084] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 7B. Although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed. When the development character icon 182 is pressed and held, detailed information about the development character corresponding to the development character icon 182 is displayed.

[0085] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is temporarily selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in FIG. 7C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and when training character icon 182 is tapped on training character list screen 180, an image showing the training character that is temporarily selected is displayed in first inheritance character selection area 171a. Furthermore, information related to the inheritance character used when training the training character is linked to and stored in the training character. Information related to the inheritance character used when training the training character is displayed in first inheritance character selection area 171a.

[0086] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 7D.

[0087] When the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are organized and registered in the deck as inheritance characters, and the support card organization screen 190, which will be described later, is displayed.

[0088] The player must select two development characters as inheritance characters on inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, next operation unit 154 is grayed out, as shown in FIGS. 7A and 7C, and no operation by the player is accepted. In addition, inheritance character selection screen 170 is provided with return operation unit 153, and when return operation unit 153 is tapped, main character selection screen 150 is displayed.

[0089] <Support card registration> FIG. 8A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 8A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 marked "Return" and a start operation unit 193 marked "START" are displayed at the bottom of the support card organization screen 190.

[0090] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.

[0091] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0092] FIG. 8B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 8A, the support card selection screen 200 shown in FIG. 8B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0093] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0094] FIG. 9A is a diagram illustrating a support card table. As shown in FIG. 9A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0095] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0096] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0097] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.

[0098] The upper limit of the level can be increased in stages when certain conditions are met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0099] 9B is a diagram illustrating a support effect table. As shown in FIG. 9B, the support effect table stores support effects for each type of support card possessed by the player.

[0100] Support effects increase various stats in the main game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.

[0101] 9C is a diagram illustrating a possessed skill table. As shown in FIG. 9C, in the possessed skill table, possessed skills are set for each support card possessed by the player. In this embodiment, possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills. The possessed skills set for each support card can be acquired by the main character selected by the player or by another character promoted to a team member, which will be described later, when a hint event occurs during the training main game.

[0102] FIG. 9D is a diagram illustrating a support event table. As shown in FIG. 9D, the support event table stores support events that can occur for each support card possessed by a player. A support event is an event that can occur while the training main game is being played. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0103] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

[0104] 8C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in FIG. 8C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 8A.

[0105] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in FIG. 7D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is registered, and the game screen 210 (FIG. 13A) is displayed on the display 26, as shown in FIG. 8C.

[0106] <Registering specific characters> As described above, after the main character, successor characters, and support cards are registered, the specific characters are then registered. In this embodiment, four types of characters are set as the specific characters in advance.

[0107] Fig. 10 is a first diagram illustrating a character identification information table. Fig. 11 is a second diagram illustrating a character identification information table. Fig. 10 shows a case where "character C" is registered as the main character, and "character E," "character I," "character L," "character M," "character Q," and "character T" are registered as support characters. Fig. 11 also shows a case where "character F" is registered as the main character, and "character E," "character J," "character L," "character M," "character Q," and "character T" are registered as support characters.

[0108] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.

[0109] In this embodiment, "Character F," "Character J," "Character N," and "Character R" are set as specific characters, as shown in Fig. 10. When a player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.

[0110] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.

[0111] In addition, when information about main characters and support cards is registered in the character identification information table, information about specific characters is also registered. At this time, as shown in Figures 10 and 11, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters regardless of the types of main characters and support characters registered.

[0112] <Setting initial character identification information> As described above, once the main character, successor character, support character, and specific character are registered, team members and sub-members are registered. As will be described in detail later, in the training game, it is necessary to play the battle game using characters registered as team members. Furthermore, when a character registered as a sub-member meets certain conditions, that character is registered as a team member.

[0113] In this embodiment, characters registered as main characters, support characters, and specific characters in the character identification information table are registered as team members. That is, in the case of Fig. 10, "character C," "character E," "character F," "character I," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members. Also, in the case of Fig. 11, "character E," "character F," "character J," "character L," "character M," "character N," "character Q," "character R," and "character T" are registered as team members.

[0114] In addition, in the character identification information table, characters or support cards (support characters) possessed by the player that are not registered as team members are registered as sub-members. Note that, among predetermined characters, all remaining characters that are not registered as team members, or some characters selected by lottery, may be registered as sub-members.

[0115] Here, it is assumed that support characters and specific characters are registered as team members from the start of the training main game, but support characters and specific characters may also be registered as sub-members at the start of the training main game and then registered as team members at a predetermined time.

[0116] In this way, when the information (initial character identification information) relating to the team members and sub-members is stored in the character identification information table, the preparation stage processing is completed.

[0117] <Growth stage treatment> Once the preparatory stage processing is complete, the training stage processing begins. In the training stage processing, it becomes possible to train the main character and characters registered as team members. In the following, to make it easier to understand, the basic flow of the training main game will first be explained.

[0118] FIG. 12 is a diagram illustrating a selection item table. Here, a selection item table is provided for each type of main character. However, a common selection item table may be provided regardless of the type of main character. As shown in FIG. 12, the training game is made up of 1st turn to 60th turn, and has a gameplay in which various parameters are updated according to the selection results of the player in each turn. Furthermore, according to the selection item table, items that the player can select for each turn are preset.

[0119] FIG. 13A is a first diagram illustrating a game screen 210. FIG. 13B is a second diagram illustrating the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIGS. 13A and 13B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the current remaining amount of "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."

[0120] The main character is also provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race development will be, and the greater the increase in ability parameters through training.

[0121] 13A and 13B, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character as a numerical value and a multi-level rank (G + , F, F + , E, E + , D, D + , C, C + , B, B + , A, A + , S, SS, SS + Specifically, in this embodiment, the numerical value and rank of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 displays the remaining number of skill points possessed by the main character in the training game as a numerical value.

[0122] 13A and 13B, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," and an individual race operation section 219 marked "Race" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210.

[0123] Furthermore, the player can select one of the following options for each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), or "Race" (individual race operation unit 219). At this time, the options that can be selected for each turn are set in advance, as shown in FIG.

[0124] In this embodiment, turns are set in which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected, such as the 20th, 30th, 35th, 57th, and 59th turns shown in Fig. 12. During these turns, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, as shown in Fig. 13B, and operations by the player are not accepted. Therefore, during these turns, the player must select the individual race operation unit 219.

[0125] On the other hand, the skill operation unit 217 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end. Note that in this embodiment, a team race is forcibly executed after the end of a predetermined turn.

[0126] Fig. 14A is a first diagram illustrating training screen 220. Fig. 14B is a second diagram illustrating training screen 220. When training operation section 216 on game screen 210 is operated, training screen 220 is displayed on display 26.

[0127] 14A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221 marked "Speed" and a stamina operation section 222 marked "Stamina" and a power operation section 223 marked "Power" and a guts operation section 224 marked "Spirit" and a wisdom operation section 225 marked "Wisdom" are displayed.

[0128] When the player taps one of the operation units 221-225 once, the training item corresponding to the tapped operation unit 221-225 is provisionally selected, and the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. Fig. 14A shows a state in which the power operation unit 223 has been provisionally selected. Fig. 14B shows a state in which the stamina operation unit 222 has been provisionally selected.

[0129] Additionally, each operation unit 221 to 225 also displays the training level for each training item. The training level is a parameter that increases based on the team ranking, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0130] Furthermore, the operation units 221 to 225 that are currently being temporarily selected display a failure rate display unit 226 that reads "Failure." The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0131] Furthermore, the status display section 213 displays the value by which the ability parameter will increase if the training corresponding to the provisionally selected operation sections 221 to 225 is executed and successful. For example, in the example shown in FIG. 14A, the power operation section 223 is provisionally selected, and "Stamina" is displayed as "+8" and "Power" is displayed as "+10" in the status display section 213. Furthermore, in the example shown in FIG. 14B, the stamina operation section 222 is provisionally selected, and "Stamina" is displayed as "+15" and "Spirit" is displayed as "+5" in the status display section 213.

[0132] Furthermore, when the training is performed successfully, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different manners depending on the type of event.

[0133] 14B, in the upper right portion of training screen 220, a placed character icon 228 of the character placed in the training is displayed for each of temporarily selected operation units 221 to 225. If the training is successful and a predetermined event occurs corresponding to the character displayed in placed character icon 228, an event notification display 227 is displayed on the corresponding placed character icon 228. Note that hereinafter, training in which a character is placed is referred to as joint training.

[0134] 14C is a diagram illustrating training result notification screen 220a. When any of temporarily selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. Once the training is executed, training result notification screen 220a, which notifies the player of the success or failure of the training, is displayed on display 26. Here, the word "success" is displayed, notifying the player of the success of the training.

[0135] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters (ability information) of the main character corresponding to the training item (training event) selected by the player are updated.

[0136] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 14A or 14B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is performed and the training is successful, stamina decreases. On the other hand, when training for wisdom is performed and the training is successful, stamina is restored.

[0137] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.

[0138] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be given even if training fails.

[0139] 14D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0140] For example, when a hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during individual races and team races, which will be described later.

[0141] Events include events for acquiring skills, events for recovering stamina, events for decreasing stamina, events for increasing ability parameters, events for decreasing ability parameters, events for increasing condition, events for decreasing condition, etc. As will be described in more detail below, events include events that are predetermined for each turn and events that occur when a predetermined lottery is won. Furthermore, when all the events that have occurred have ended, the game screen 210 for the next turn is displayed.

[0142] Fig. 15A is a first diagram illustrating the skill screen 230. Fig. 15B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 230 shown in Fig. 15A is displayed on the display 26.

[0143] The skill screen 230 displays a skill display field 231. The skill display field 231 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, possessed skills for which a hint has been obtained are displayed with the skill points required to acquire them discounted. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display field 231.

[0144] Furthermore, for the skills displayed on the skill screen 230, the conditions for activating each skill and the effect when activated are displayed.

[0145] Also displayed at the top of the skill screen 230 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 230 is the current number of turns.

[0146] When a player consumes skill points and acquires a possessed skill based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 15B, to notify the player that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214, and the display is updated.

[0147] 16A is a first diagram illustrating an individual race selection screen 240. When the individual race operation unit 219 on the game screen 210 is operated, the individual race selection screen 240 shown in Fig. 16A is displayed. The individual race has a game aspect in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0148] A stamina display section 211 and a condition display section 212 are displayed at the top of the individual race selection screen 240. An individual race selection operation section 241 for selecting the type of individual race in which the main character will run is displayed at the center of the individual race selection screen 240. A start operation section 242 marked "Start" is displayed at the bottom of the individual race selection screen 240. The races that can be selected using the individual race selection operation section 241 on the individual race selection screen 240 are set in advance for each turn. Conditions for participating in each race may also be set in advance, and the player may participate in that race if the conditions are met.

[0149] FIG. 16B is a diagram illustrating an individual race start screen 250. When the start operation unit 242 is operated after the type of individual race in which the player will participate has been selected using the individual race selection operation unit 241, the individual race start screen 250 shown in FIG. 16B is displayed. A strategy display unit 251 is displayed in the center of the individual race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away), and displays a change operation unit 252 labeled "Change." When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the individual race to any strategy by operating the strategy change screen.

[0150] Also, at the bottom of the individual race start screen 250, a result operation section 253 marked "Result" and a race operation section 254 marked "Race" are displayed.

[0151] When the race operation unit 254 is operated, a race screen (not shown) is displayed on the display 26. On the display 26, a moving image of the development of the race (hereinafter also referred to as a race moving image) is displayed.

[0152] 16C is a diagram illustrating the individual race result screen 260. When the playback of the race video has finished, or when the result operation unit 253 is operated, the individual race result screen 260 is displayed on the display 26. The individual race result screen 260 displays the finishing order in the individual race.

[0153] FIG. 17A is a diagram illustrating a team race selection screen 270. As described above, in this embodiment, a team race is forcibly started when a predetermined turn ends. When a team race starts, the team race selection screen 270 shown in FIG. 17A is displayed. In the center of the team race selection screen 270, an opponent team selection operation section 271 for selecting an opponent for the team race to participate in is displayed. Note that the opponent may be an NPC. Furthermore, the opponent is not limited to an NPC, and may be another player's team. In this case, a communication battle is held with the other player's team.

[0154] Note that characters to be entered in a team race need only be selectable from among team members, and do not necessarily have to include the main character. Also, one team member may be allowed to enter multiple races in a team race.

[0155] FIG. 17B is a diagram illustrating a team formation screen 280. When the competing team selection operation unit 271 is operated, the team formation screen 280 is displayed on the display 26. A team formation operation unit 281 is displayed on the team formation screen 280. By operating the team formation operation unit 281, the player can form a character formation for a team race using characters registered as team members. In this embodiment, five races are held in the team race: "short distance," "mile," "middle distance," "long distance," and "dirt." The game has a feature in which the overall victory or defeat of the team race is determined based on the victory or defeat of each race.

[0156] Specifically, if the player's team wins more races out of the five races than the opponent's team, the player wins the team race overall. On the other hand, if the player's team wins fewer races out of the five races than the opponent's team, the player loses the team race overall. Also, if the player's team wins the same number of races as the opponent's team, the game ends in a draw.

[0157] The player can organize a maximum of three types of characters from among the team members for each race. Also, the same type of character cannot be organized into multiple races. A start operation section 282 labeled "Start" is displayed at the bottom of the team organization screen 280.

[0158] Fig. 17C is a diagram illustrating a team race start screen 290. When the start operation unit 282 on the team formation screen 280 is operated, the team race start screen 290 shown in Fig. 17C is displayed. In this embodiment, five races are run in the team race, and the order in which they are run may be a predetermined order or may be determined randomly.

[0159] 17C, the characters of the player's team and the characters of the opponent's team for the race to be held are displayed in the center of the team race start screen 290. Here, the example shows a case where the player has organized two characters and the opponent has organized two characters for a "middle distance" race.

[0160] 17C, a result operation section 291 marked "Result" and a race operation section 292 marked "Race" are displayed at the bottom of the team race start screen 290. When the race operation section 292 is operated, a race video (not shown) is displayed.

[0161] FIG. 17D is a diagram illustrating the team race interim result screen 300. When playback of the race video ends, or when the result operation unit 291 on the team race start screen 290 is operated, the team race interim result screen 300 is displayed on the display 26. The team race interim result screen 300 displays the results of the race (here, the "middle distance" race). Note that the method for determining the results of each of the five races in the team race is not particularly limited. For example, the team to which the character that placed first belongs may be declared the winner. Alternatively, points may be awarded for each finishing order, and the team with the most points may be declared the winner.

[0162] Then, when the display of the team race interim results screen 300 in Figure 17D is completed, the team race start screen 290 for the next race (for example, a "short distance" race) is displayed, and thereafter, in the same manner as above, the team race start screen 290 and the team race interim results screen 300 are displayed sequentially until all five types of races are completed.

[0163] FIG. 18A is a first diagram illustrating a team race detailed results screen 310. After the team race start screen 290 and the team race interim results screen 300 for all five types of races are displayed as described above, the team race detailed results screen 310 is displayed on the display 26. A win / loss result display section 311 is displayed in the center of the team race detailed results screen 310. The win / loss result display section 311 notifies the player of the win / loss results of each race. Here, as shown in FIG. 18A, a case is shown in which there are three wins and two losses in each race.

[0164] 18B is a first diagram illustrating the team race overall result screen 320. When the display of the win / loss result display section 311 ends, the team race overall result screen 320 is displayed on the display 26. The team race overall result screen 320 notifies the player of the overall win / loss results in the team race. As shown in FIG. 18A, if there are 3 wins and 2 losses in each race, the team race overall result screen 320 will notify the player that the team has won the team race.

[0165] Additionally, the team ranking is displayed on the team race overall result screen 320. In this embodiment, the team ranking changes based on the results of the team race. For example, if a team wins a team race, the team ranking increases.

[0166] Furthermore, on the team race overall result screen 320, which notifies the team that they have won the team race, a next operation unit 321 marked "NEXT" is displayed. When the next operation unit 321 on the team race overall result screen 320 is operated, the game screen 210 for the next turn is displayed.

[0167] Fig. 18C is a second diagram illustrating the team race detailed result screen 310. Here, as shown in Fig. 18C, a case is shown in which there are 2 wins and 3 losses in each race. Fig. 18D is a second diagram illustrating the team race overall result screen 320. As shown in Fig. 18C, if there are 2 wins and 3 losses in each race, the team race overall result screen 320 will notify that the team has lost the team race.

[0168] If a team loses a team race, the team ranking will drop. However, regardless of the outcome of the team race, the training main game continues, so the next turn begins when the next operation unit 321 is tapped.

[0169] As described above, in the training main game, team races are held at predetermined intervals. Winning a team race grants benefits such as an increase in the main character's ability parameters. Also, in the training main game, sub-members are promoted to team members at predetermined turns. Here, a predetermined number of sub-members are promoted to team members at the turn following the execution of a team race. In this way, the gameplay of the training game is to gradually increase the number of team members and win team competitions.

[0170] 19 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.

[0171] In the turn start process, as shown in Figure 19, "process to determine whether to assign team members," "process to determine training items to assign," "process to determine increase values ​​of ability parameters," and "process to determine occurrence events" are executed. These processes will be explained in order below.

[0172] <Process to determine whether team members are assigned> Fig. 20 is a diagram illustrating a placement presence / absence table. As shown in Fig. 20, the placement presence / absence table sets a selection ratio of placement presence / absence ("place" or "do not place") for each character identification information of a character. In this embodiment, based on the placement presence / absence table shown in Fig. 20, the placement presence / absence is determined for all team members by referring to the character identification information table shown in Fig. 10 or 11 above.

[0173] Specifically, in this embodiment, as shown in Figure 20, for team members whose character identification information is registered as both a "support character" and a "specific character," there is an 80% chance that "place" will be selected. Also, for team members whose character identification information is registered as a "specific character" and who are not registered as a "support character," there is a 60% chance that "place" will be selected.

[0174] For team members whose character identification information is registered as a "support character" and not as a "specific character," there is a 40% chance that "Place" will be selected. For team members whose character identification information is registered as neither a "support character" nor a "specific character," there is a 10% chance that "Place" will be selected.

[0175] In this way, team members registered as support characters are more likely to be placed in training than team members not registered as support characters, and team members registered as specific characters are more likely to be placed in training than team members not registered as specific characters.

[0176] <Process to determine the training items to be placed> Next, for the team members whose placement has been determined as described above, it is decided which training item they will be placed in: "Speed," "Stamina," "Power," "Spirit," or "Wisdom."

[0177] The method for determining the training items to be placed is not particularly limited, and may be, for example, a lottery drawing so that each training item has an equal probability of being selected. Alternatively, the training items may be placed in training items that are preset for each character without a lottery drawing. Furthermore, for example, a lottery drawing may be performed so that the training items are more likely to be placed in the character's specialty training (see FIG. 9A). When a lottery drawing is performed, a lottery table that determines the selection ratio in the lottery may be stored in advance, or a lottery table may be created each time a lottery is drawn.

[0178] <Process to determine the increase value of ability parameters> 21A is a diagram illustrating a training level table. As shown in FIG. 21A, the training level is set to increase as the team ranking increases. Specifically, if the team ranking is 100th or lower, the training levels related to "Speed," "Stamina," "Power," "Spirit," and "Wisdom" are set to "Level 1." If the team ranking is 99th or higher but 60th or lower, the training levels are set to "Level 2." If the team ranking is 59th or higher but 30th or lower, the training levels are set to "Level 3." If the team ranking is 29th or higher but 10th or lower, the training levels are set to "Level 4." If the team ranking is 9th or higher, the training levels are set to "Level 5."

[0179] In this embodiment, the training level is set to increase as the team ranking increases, but this is not limited to this. For example, the training skills of team members may be counted for each training item, and the training level may increase according to the counted value (count value). Here, the training level for all training items is the same for the team ranking, but the training level may be different for each training item for the same team ranking.

[0180] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0181] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Power" increase.

[0182] In addition, "Stamina" training is performed, and if successful, the values ​​of the ability parameters "Stamina" and "Spirit" will increase.

[0183] Furthermore, "Power" training is performed, and if successful, the values ​​of the ability parameters "Stamina" and "Power" increase.

[0184] In addition, if "Spirit" training is performed and is successful, the values ​​of the ability parameters "Speed," "Power," and "Spirit" will increase.

[0185] Additionally, "Wisdom" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Wisdom" will increase.

[0186] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by multiplying a fixed increase value determined in accordance with the training item and training level performed by a bonus addition rate, which will be described later, and adding the result to the fixed increase value.

[0187] FIG. 21B is a diagram illustrating a fixed increase value (speed) table. Also, FIG. 21C is a diagram illustrating a fixed increase value table (power). That is, FIG. 21B shows fixed increase values ​​when the training item is "Speed." Also, FIG. 21C shows fixed increase values ​​when the training item is "Power."

[0188] As shown in Figures 21B and 21C, the fixed increase value table stores fixed increase values ​​determined in accordance with the training item and training level performed. In this embodiment, as shown in Figures 21B and 21C, the ability parameter is set to increase more significantly as the training level increases.

[0189] Although not detailed here, there are also fixed increase value tables for when "Stamina," "Spirit," and "Wisdom" are selected as training items.

[0190] In addition to the fixed increase value described above, a bonus addition rate is determined based on the characters arranged for each training item and the character identification information table shown in FIG. 10 or FIG.

[0191] 21D is a diagram illustrating a bonus addition rate table. In this embodiment, the bonus addition rate is determined based on the character identification information of the character determined to be placed in each training.

[0192] Specifically, as shown in FIG. 21D, the bonus addition rate table sets, for each character identification information of a character, whether or not there is a bonus addition rate and a selection ratio of the addition rate (10% increase or 20% increase).

[0193] If "support character" and "specific character" are registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "20% up" will be selected.

[0194] Furthermore, if only "support character" is registered as character identification information, there is a 50% chance that "none" will be selected, and a 50% chance that "10% up" will be selected.

[0195] Furthermore, if only "specific character" is registered as character identification information, there is a 50% probability that "none" will be selected, and a 50% probability that "10% up" will be selected.

[0196] Furthermore, if neither a "support character" nor a "specific character" is registered as character identification information, there is an 80% chance that "none" will be selected, and there is a 20% chance that "10% up" will be selected.

[0197] The fixed increase value determined by the fixed increase value table is then multiplied by the bonus addition rate to derive the bonus addition value. The value obtained by adding the bonus addition value to the fixed increase value determines the increase amount of the ability parameter value if the training is successful. Note that for training in which multiple characters are assigned, the bonus addition values ​​of each of the multiple assigned characters are added to the fixed increase value. In this way, the increase amount of the main character's ability parameter if the training is successful is determined for all training types.

[0198] <Process to determine occurrence events> FIG. 22 is a diagram explaining event types and event classifications. During the training main game, a process is performed each turn to determine whether or not an event will occur. Events are broadly categorized into four types: scenario events, the dedicated events 162a provided for each main character, support events, and team member events. Note that for each scenario, the scenario events, dedicated events 162a, support events, and team member events that may occur during the training main game are predetermined.

[0199] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0200] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0201] A common scenario event is an event that appears in multiple scenarios. Therefore, a common scenario event will appear when both the first scenario and the second scenario are selected.

[0202] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and common scenario events may be provided.

[0203] As described above, the dedicated event 162a is an event that is set in advance for each character. In the training main game, the dedicated event 162a for the character that the player registered as the main character in the setting game, i.e., the preparation stage processing, appears.

[0204] As described above, a support event is an event that is set in advance for each support card. In the training main game, a support event that is linked to the support card that the player registered in the setting game appears. In addition to the support events that are linked to the registered support cards, for example, support events that are linked to team members may also appear. However, the probability that a support event that is linked to the support card that the player registered in the setting game will be determined is set higher than the probability that other support events will be determined.

[0205] Team member events are events that mainly occur when team members are assigned to a training session, i.e., when joint training is performed. Team member events may also occur when certain conditions are met, regardless of the training session.

[0206] In this way, whether a scenario event will appear or not is determined based on the scenario. Also, whether a dedicated event 162a, a support event, or a team member event will appear or not is determined based on the main character, support card, or team member, respectively. In other words, event types are classified according to the information referenced when determining whether an event will appear or not.

[0207] In contrast, in this embodiment, each event is classified into one of five event categories depending on the content brought about by the appearance of the event: hint event, ability event, aptitude event, story event, and training event.

[0208] As described above, a hint event is an event that allows a player to possess or acquire a skill. An ability event is an event that increases or decreases the ability parameters of the main character. An aptitude event is an event that increases or decreases the aptitude parameters of the main character. A story event is an event that displays a story related to characters that appear in the training game. Note that some story events change ability parameters and aptitude parameters in addition to displaying a story. A special training event is an event that increases the ability parameters of team members.

[0209] Here, the scenario events include hint events, ability events, aptitude events, and story events. The dedicated events 162a and support events include hint events and ability events. The team member events include story events and training events. Note that the relationship between the event types and event classifications shown in FIG. 22 is merely an example. Therefore, for example, the dedicated events 162a may include story events and training events.

[0210] Figure 23 is a diagram explaining the relationship between the event type and the number of turns. Figure 23 shows an example in which a predetermined character is registered as the main character when a training main game is executed. The occurrence of an event, etc. is determined based on an event determination table provided for each scenario.

[0211] Here, the event determination table includes an event occurrence determination table and an event content determination table. In the event occurrence determination table, information indicating whether or not an event will occur and information indicating the probability of the event occurring are linked to each turn. It is assumed here that the information indicating whether or not an event will occur and information indicating the probability of the event occurring are specified for each event type for all turns.

[0212] In addition, in the event content determination table, events to be made to appear or events that can appear are set in advance for each turn and for each type of event.

[0213] At the start of a turn, the event occurrence determination table is referenced to first determine whether or not an event will occur for each type of event. At this time, depending on the number of turns and the type of event, it may be determined that the event will "occur." Also, depending on the number of turns and the type of event, it may be specified that the event will occur with a 50% probability, for example. In this case, a lottery is held to determine the 50% probability of the event "occurring."

[0214] Then, for the type of event for which "appearance" has been determined, the event content determination table is referenced to determine the content of the event to be made to appear. For example, according to the event appearance determination table, it is set that a scenario event will always appear in the first turn. Furthermore, an event ID is assigned to each event. In the event content determination table, the scenario event with event ID=0001 is linked to the first turn as an event that can appear. Therefore, when the training main game is played, the scenario event with event ID=0001 will always appear in the first turn.

[0215] Similarly, according to the event determination table (event occurrence determination table and event content determination table), it is determined that scenario events with event IDs = 0002, 0003, 0004, 0005, and 0006 will occur in the fourth, fifth, sixth, seventh, and tenth turns, respectively.

[0216] Here, events are broadly divided into fixed events and random events. Fixed events are events that appear on a fixed turn, in other words, events that can appear on a specific turn and will not appear on any other turns. Here, scenario events with event IDs 0001, 0002, 0003, 0004, 0005, and 0006 are all fixed events and are scenario-specific events.

[0217] In contrast, a random event is an event that appears when it has been decided that it will appear and that it will be an event that will appear. In Figure 23, in the turns marked "lottery," whether or not an event will appear is decided by lottery, and if "appearance" is decided, the event that is selected by lottery will appear from among the random events.

[0218] In the event content determination table, the event ID that is the subject of the lottery is set for the turn in which the lottery-winning event will appear. For example, suppose random events with event IDs 0010, 0011, and 0012 are set as scenario events. Also, suppose that the event content determination table associates the scenario event with event ID 0010 with the 12th turn.

[0219] In this case, at the start of the 12th turn, a lottery is held to determine whether or not a scenario event will occur. If the lottery is won, the scenario event with event ID=0010 will occur, and if the lottery is not won, the scenario event will not occur.

[0220] Also, for example, suppose that in the event content determination table, scenario events with event IDs 0010, 0011, and 0012 are linked to the 15th turn. If the lottery to determine whether or not an event will appear is won, the scenario event to appear is determined by lottery from among the events with event IDs 0010, 0011, and 0012, and the scenario event that was won by lottery appears.

[0221] Note that the above description deals with the case where fixed events and random events are set up exclusively. However, when determining which scenario events are to be displayed by lottery, fixed events may be set as the subject of the lottery in addition to or instead of random events.

[0222] In this embodiment, the fourth to seventh turns are set as branching turns. A branching turn is a turn in which the content of the event changes when a predetermined condition is met. Here, the predetermined condition is that a predetermined number of specific characters are included in the team members, in other words, that a predetermined number of specific characters are included in the main characters or support characters.

[0223] Specifically, in the fourth turn, it is determined whether the team members include four specific characters, which is the predetermined number. If four specific characters are included in the team members, the scenario events are replaced with team member events. The team member events include specific character events provided for each specific character. Here, if the team members include specific characters, the scenario events are replaced with specific character events in the branching turn.

[0224] Similarly, in the fifth, sixth, and seventh turns, it is determined whether the team members include a predetermined number of specific characters, i.e., three, two, and one, respectively. If the team members include the predetermined number of specific characters, the scenario event is replaced with a specific character event.

[0225] Specifically, the scenario events with event IDs 0002, 0003, 0004, and 0005 are story events. In these story events, a story is played in which team members think of a team name, but ultimately the event ends without any team name being proposed. Therefore, if a specific character is not included in the team members, no team name will be proposed for four consecutive turns.

[0226] On the other hand, if a specific character is included in a team member, the scenario events are replaced with specific character events for the number of specific characters. A specific character event is a story event. In a specific character event, a story is played in which a specific character suggests a team name. There are four specific characters, and a different team name is suggested for each specific character. Therefore, if a specific character is included in a team member, the same number of team names as the number of specific characters will be suggested in turns 4 to 7.

[0227] Furthermore, the scenario event with event ID=0006 that appears in the 10th turn is a story event. In this story event, a story is played in which the player is asked to select a team name. In this case, a total of five team names are provided: four team names suggested by four specific characters, plus a preset default team name.

[0228] If the team members do not include a specific character and no team names are proposed in turns 4 through 7, the only team name the player can choose from in turn 10 is the default team name. In this case, the player must select the default team name. Also, for example, if two team names are proposed in turns 4 through 7, the player can select one of three team names: the two proposed team names and the default team name.

[0229] The team name selected by the player in the 10th turn is registered as the official team name and will be used in various situations thereafter until the end of the main training game. Note that at a predetermined timing before the end of the main training game, a benefit corresponding to the registered team name may be granted to the player. Benefits granted to the player include, for example, the acquisition of skills corresponding to the registered team name, increases in ability parameters and aptitude parameters, and the acquisition of in-game currency.

[0230] In this way, scenario events with event IDs 0002, 0003, 0004, 0005, and 0006, as well as specific character events that are replaced in turns 4 through 7, are all scenario-specific events. Scenario IDs are linked to and managed with the event IDs that can appear. Therefore, scenario events and specific character events that appear in turns 4 through 7 and turn 10 are linked only to scenario ID 1.

[0231] According to the event determination table, the dedicated events 162a with event IDs 1001 and 1002 appear in the second and eighth turns, respectively. According to the event determination table, whether the dedicated events 162a will appear in the third to seventh, ninth, eleventh, and twelfth turns, and which dedicated events 162a will appear, are determined by lottery.

[0232] Here, the dedicated event 162a is different for each character. Also, the relationship between the number of turns and the dedicated event 162a that appears is set for each character. Therefore, the turn in which the dedicated event 162a appears and the dedicated event 162a that appears in each turn will differ depending on the character registered as the main character.

[0233] Furthermore, the event determination table is set so that whether or not a support event will appear in a given turn, and the content of the support event that will appear, are determined by lottery, as shown in Fig. 23. Note that for support events as well, the event ID that can be won by lottery may be different for each turn, or may be the same for all turns.

[0234] In the lottery that determines whether a support event will appear, the probability of determining "appearance" is not affected by the registered support cards. In other words, the probability of determining that a support event will appear in each turn is the same regardless of which support cards are registered. On the other hand, when a support event is determined to "appear," the content of the support event is determined, and at this time, the probability of determining the content of the support event varies depending on the registered support cards.

[0235] Specifically, when the "appearance" of a support event is determined, the event IDs of the support events that can appear in that turn are extracted based on the event content determination table. Then, a lottery table is generated based on the extracted event IDs, and one event ID is determined based on the generated lottery table.

[0236] The extracted event IDs may include both the event ID of a support event linked to a registered support card and the event ID of a support event not linked to a registered support card. In this case, the lottery table sets the winning probability of the event ID of a support event linked to a registered support card higher than the winning probability of the event ID of a support event not linked to a registered support card. This makes the appearance probability of a support event linked to a registered support card higher than that of other support events.

[0237] In this way, in each turn, the probability of a support event occurring is not affected by the registered support card, but the content of the support event that occurs is affected by the registered support card.

[0238] However, the probability of a support event occurring or the content (type) of the support event that occurs may vary depending on the registered support card. In other words, the number or occurrence probability of events that occur during the training main game may differ depending on the registered support card.

[0239] In addition, whether or not a team member event will occur in each turn is determined by lottery. Team member events determined by lottery are limited to special training events. Special training events will be described in detail below.

[0240] Fig. 24A is a third diagram illustrating the game screen 210. Fig. 24A shows a case where a training event occurs in the turn. In this case, an event notification display 227 is displayed in the training operation section 216 of the game screen 210, as shown in Fig. 24A.

[0241] 24B is a third diagram illustrating training screen 220. When training operation unit 216 on game screen 210 is operated, training screen 220 is displayed on display 26. When a training event occurs corresponding to a character displayed in placed character icon 228 on training screen 220, event notification display 227 is displayed on placed character icon 228 of the corresponding character.

[0242] Also, as shown in FIG. 24B, a bond gauge 228a and a special icon 228b are displayed for each character icon 228 of a character placed in training. The bond gauge 228a indicates a parameter (hereinafter referred to as the bond parameter) that increases according to the number of times joint training is performed with the corresponding team member character. This bond parameter is initially set to 0 and can increase up to a maximum of 100. The bond gauge 228a visually indicates the value of the bond parameter.

[0243] Additionally, the special icon 228b indicates the number of times that a training event has been executed for the character of the corresponding team member. As will be described in detail later, the special icon 228b is displayed in a display mode that corresponds to the number of times that a training event has been executed for the character of the arranged character icon 228 on which the special icon 228b is displayed.

[0244] 25A is a diagram illustrating a training event execution / non-execution decision table. When it is determined that a team member is assigned to each training item, whether or not a training event will be executed is determined by lottery for each team member assigned to each training item based on the training event execution / non-execution decision table shown in FIG. 25A. Hereinafter, a team member for whom it has been determined that a training event will be executed is also referred to as a team member to be trained.

[0245] Specifically, as shown in FIG. 25A, the probability of selecting whether or not to execute a special training event is set based on the value of the bond parameter of the team member being trained. Here, the selection probability is set so that the larger the value of the bond parameter, the more likely it is that the special training event will be selected. Note that the number of special training events that can appear is equal to the number of team members who win the lottery. However, there may be a limit on the number of team members being trained that can appear simultaneously for one training item.

[0246] FIG. 25B is a diagram illustrating the special icon determination table. The special training event includes a "success" execution pattern and a "great success" execution pattern. When the fifth special training event is executed for each training target team member, the special training event is always executed in the "great success" execution pattern. On the other hand, when a special training event other than the fifth is executed for each training target team member, the special training event is always executed in the "success" execution pattern. In other words, for one training target team member, the special training event can be executed in the "great success" execution pattern only once. Note that the event notification display 227 may be displayed in different ways depending on the content of the special training event to be executed (the "success" execution pattern or the "great success" execution pattern) and the number of team members for whom it has been decided that the special training event will be executed.

[0247] As shown in Figure 25B, if the number of times the training event has been carried out for each training target team member is 0 to 4, i.e., if the training event has not yet been carried out in the "great success" execution pattern, the special icon 228b will be displayed in a larger size the more times the training event has been carried out.

[0248] Whether the training event will have a "great success" or "success" execution pattern may be determined by lottery. In this case, the lottery probability may be set so that the more times the training event is carried out for the team member being trained, the more likely the "great success" execution pattern will be selected. In this case, the larger the size of the special icon 228b, the more likely the "great success" execution pattern will be selected, and therefore the special icon 228b indicates the likelihood of the "great success" execution pattern being selected.

[0249] Furthermore, after a training event has been executed with the execution pattern of "great success", that is, when the number of times the training event has been executed for the team member to be trained is 5 or more, a special icon 228b is displayed in a larger size than when the number of times the training event has been executed for the team member to be trained is 0 to 4. Furthermore, as shown in FIG. 25B, a suggestion display a is displayed indicating that the training event has been executed with the execution pattern of "great success".

[0250] Furthermore, when a training event occurs and the execution pattern of the training event is "successful," the ability parameters of the team member being trained and the ability parameters of the main character increase within a predetermined range. Furthermore, when the execution pattern of the training event is "great success," the ability parameters of the team member being trained and the ability parameters of the main character increase more than the predetermined range.

[0251] Furthermore, as shown in FIG. 24B, when it is decided to carry out a training event, a bonus icon 228c indicating the value by which the ability parameter of the main character will increase as a result of the training event is displayed in the status display section 213 of the training screen 220.

[0252] 25C is a diagram illustrating a bonus icon determination table. The bonus icon 228c is displayed in different sizes depending on the value by which the main character's ability parameter increases as a result of the special training event. Here, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is between 20 and 39 than when it is between 0 and 19. Also, the bonus icon 228c is displayed in a larger size when the value by which the main character's ability parameter increases as a result of the special training event is 40 or more than when it is between 20 and 39.

[0253] 26A is a diagram illustrating a bonus fixed value (main character) table. When the above-mentioned training event is executed, the value (bonus fixed value) by which the ability parameter of the main character is increased by the special training event is determined according to the number of team members for whom the special training event is decided to be executed. Here, as shown in FIG. 26A, the value (bonus fixed value) by which the ability parameter of the main character is increased by the special training event is set to be larger the greater the number of team members for whom the special training event is decided to be executed.

[0254] FIG. 26B is a diagram illustrating the bonus addition value (main character) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed bonus value described above, the value by which the main character's ability parameter increases due to the training event with the execution pattern of "great success" (bonus addition value) is determined. Here, as shown in FIG. 26B, the value by which the main character's ability parameter increases (bonus addition value) is set according to the training specialty of the team member for whom the training event is executed with the execution pattern of "great success." In other words, the value by which the main character's ability parameter increases due to the training event is the sum of the fixed bonus value and the bonus addition value described above.

[0255] FIG. 27A is a diagram illustrating a fixed increase value (training target) table. When the above-mentioned training event is executed, the value (fixed increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 27A, a range of values ​​(fixed increase value) by which the ability parameter of the training target team member is increased is set depending on the type of training executed. Here, a value (fixed increase value) within the range set in FIG. 27A is determined by lottery.

[0256] FIG. 27B is a diagram illustrating the bonus increase value (training target) table. When a training event is executed with the execution pattern of "great success," in addition to the fixed increase value described above, the value (bonus increase value) by which the ability parameter of the training target team member is increased by the training event is determined. Here, as shown in FIG. 27B, the value (bonus increase value) by which the ability parameter of the training target team member is increased is set according to the special training of the training target team member for whom the training event is executed with the execution pattern of "great success."

[0257] When a training event is executed in the "great success" execution pattern, an additional increase event may be executed to increase the ability parameters of the team member being trained and the ability parameters of the main character, depending on the number (number of times) of training events in the "great success" execution pattern executed simultaneously. For example, the greater the number (number of times) of training events in the "great success" execution pattern executed simultaneously, the greater the increase in the ability parameters of the team member being trained and the ability parameters of the main character.

[0258] As described above, when a training event occurs, the ability parameters of the main character and the training team members increase. Note that if the main character or the training team members are specific characters, a predetermined addition rate may be added to the fixed increase value or bonus increase value. In other words, if the main character or the training team members are specific characters, the ability parameters increase more significantly than if they are not specific characters.

[0259] As described above, in the training main game, the player can increase the number of team members as the turn progresses. Furthermore, the player can increase the ability parameters of the main character and team members as the turn progresses. The ability parameters increase as a result of successful training or the occurrence of various events. As described above, in training, if a specific character is placed in a training item, a bonus value is added.

[0260] Furthermore, although detailed explanation is omitted, if the main character or support character is a specific character, a predetermined bonus value is added when a power event occurs. Therefore, by registering a specific character as the main character or support character, the player can advance the training main game to an advantage.

[0261] Furthermore, if a team member includes a specific character, a specific character event will occur in the branching turn. Therefore, by registering a specific character as a main character or support character, the player can broaden their options during the game and increase the interest of the game.

[0262] In the main character training game, the game ends when all turns are completed. If the character fails to achieve the goal set for each character during the game, the game ends at that point.

[0263] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information about the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0264] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0265] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0266] FIG. 28A is a first diagram illustrating a training completion screen 330. FIG. 28B is a second diagram illustrating the training completion screen 330. FIG. 28C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in FIG. 28A. The training completion screen 330 first displays the training rank of the trained character, and then displays the evaluation points as shown in FIG. 28B. After a predetermined time has elapsed since the evaluation points were displayed, the training completion screen 330 displays the ability parameters, aptitude parameters, and acquired skills of the trained character as shown in FIG. 28C. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden, and the home screen 100 is displayed on the display 26.

[0267] In this embodiment, a specific event is held for a predetermined period of time. The specific event is targeted at the above-mentioned training game. During the period in which the specific event is held, the player can select between event mode and normal mode to play the above-mentioned training game. If normal mode is selected, the training game is executed as described above. On the other hand, if event mode is selected, some of the content of the training game is changed from normal mode. However, the basic content of the training game, particularly the training main game, does not change between normal mode and event mode. The specific event is described in detail below.

[0268] FIG. 29A is a diagram illustrating an overview of a specific event. FIG. 29B is a diagram illustrating the correspondence between test points and scores. In a specific event, seven test events are provided, each numbered No. 1 to No. 7. A player can select one of the seven test events and then play the training game. When the training game ends, evaluation points are calculated in the same way as in normal mode. The method for calculating evaluation points is the same for normal mode and event mode. However, the method for calculating evaluation points may differ between normal mode and event mode.

[0269] Furthermore, when the event mode is selected and the training game is played, test points are calculated in addition to the evaluation points. These test points are calculated by adding bonus points set for each test category to the calculated evaluation points. The bonus points are calculated according to the bonus awarding conditions. The bonus awarding conditions are set for each test category, and there are bonus awarding conditions that are common to all test categories (hereinafter referred to as common bonus awarding conditions) and bonus awarding conditions that differ for each test category (individual bonus awarding conditions).

[0270] The common bonus conditions may be, for example, entering a specific individual race in the training game or achieving a predetermined ranking in a specific individual race. Also, the common bonus conditions may be, for example, bonus points awarded according to the number of times a training event is executed with a "great success" execution pattern.

[0271] In response to this, as an individual bonus granting condition, for example, bonus points are granted according to the value of a predetermined ability parameter. Also, as an individual bonus granting condition, for example, bonus points are granted when a preset acquired skill is possessed.

[0272] As shown in FIG. 29A, a test aptitude is set for each test event. In this embodiment, the test aptitude indicates a race event suitable for obtaining higher test points. That is, a test aptitude, in other words, an individual bonus granting condition corresponding to the race event, is set for each test event. Here, the test aptitudes set for the tests No. 1 to No. 5 are short distance race, mile race, middle distance race, long distance race, and dirt race, respectively.

[0273] For example, in a test event where the test aptitude is a short-distance race, bonus points are awarded according to the value of the "speed" parameter among the ability parameters. On the other hand, in a test event where the test aptitude is a long-distance race, bonus points are awarded according to the value of the "stamina" parameter among the ability parameters.

[0274] For example, in a test event where the test aptitude is a short-distance race, bonus points are awarded for possessing acquired skills that primarily increase speed, while in a test event where the test aptitude is a long-distance race, bonus points are awarded for possessing acquired skills that increase stamina.

[0275] In this way, a test aptitude is set for each test event, and individual bonus conditions are set corresponding to the test aptitude. Therefore, for example, if the test event with test number No. 1 is selected, the more suitable the character for short-distance races, the higher the test points will be, and if the test event with test number No. 4 is selected, the more suitable the character for long-distance races, the higher the test points will be.

[0276] In other words, the test themes for the test events with test numbers No. 1 to No. 5 are set to develop characters suited to short-distance races, mile races, middle-distance races, long-distance races, and dirt races, respectively. The test events with test numbers No. 6 and No. 7 are set with "Extra" and "Free" as test aptitudes, respectively. Individual bonus award conditions are set for these test events without favoring specific distance or field aptitudes. The bonus award conditions and the calculation method for test points are merely examples, and can be modified as appropriate.

[0277] Once the training game is over, the test results are determined. A pass score is set for each test, and the character passes if the test points earned are equal to or greater than the pass score. If the test is passed, a grade is awarded according to the test points earned. There are three categories: excellent, good, and acceptable, and if the test is passed, one of these three categories is awarded to the character being trained.

[0278] As shown in FIG. 29B, the pass / fail judgment for each test and the score awarded to the player are determined based on the test points earned in each test. For example, in the test category with test number No. 1, a player is judged to have passed if he or she has 3000 or more test points. In other words, the pass score for the test category with test number No. 1 is set to 3000 points. In addition, in the test category with test number No. 1, a score of "pass" is awarded for a score of 3000 or more but less than 4000 test points, a score of "good" is awarded for a score of 4000 or more but less than 5000 test points, and a score of "excellent" is awarded for a score of 5000 or more test points. As is clear from FIG. 29B, the pass score and the range of test points corresponding to each score differ for each test category.

[0279] Furthermore, in this embodiment, at the start of a specific event, the player can only select the test event with test number No. 1. In other words, at the start of a specific event, the player cannot select the test events with test numbers No. 2 to No. 7. Each of the test events with test numbers No. 2 to No. 7 has an unlock condition set, and the player can select the test event for which the unlock condition is met.

[0280] Here, the condition for unlocking a test category with test number = n (n is an integer between 2 and 7) is to achieve a score of "pass" or better in the test category with test number = n-1. Therefore, in a specific event, the player must pass test categories in order, from No. 1 to No. 7. In this case, the pass score increases for later test categories that are unlocked, so the difficulty of passing gradually increases. Therefore, passing all test categories is one of the goals of a specific event.

[0281] Fig. 30A is a diagram illustrating home screen 100 during the period when a specific event is being held. Fig. 30B is a diagram illustrating specific event top screen 340. As shown in Fig. 30A, an event icon 108 is displayed on home screen 100 during the period when a specific event is being held. When event icon 108 is tapped, specific event top screen 340 shown in Fig. 30B is displayed.

[0282] When the training game operation unit 104 is operated on the home screen 100, a mode selection screen (not shown) is displayed, allowing selection of normal mode or event mode. When the event mode is selected on the mode selection screen, the specific event top screen 340 is also displayed.

[0283] The duration of the specific event is displayed at the top of the specific event top screen 340. The specific event top screen 340 also has a selected test event display field 341, a test event change operation section 342, a start operation section 343, a card ranking operation section 344a, a character to be trained ranking operation section 344b, and a coin exchange operation section 344c.

[0284] When the coin exchange operation section 344c is tapped on the specific event top screen 340, a coin exchange screen (not shown) is displayed. When a player plays the training game in event mode during the specific event, coins, which are the in-game currency, are awarded to the player. On the coin exchange screen, the player can acquire various items by spending the coins they have.

[0285] The currently selected test event display field 341 clearly displays the test event being selected. The selected test event display field 341 also displays the reward that will be given to the player if the player passes the test, and the best score that the player has ever achieved in the test. Note that FIG. 30B shows that the test event with test number No. 1 is selected, and that the player has not yet passed this test event. If the player has passed the selected test event in the past, a stamp indicating the best score that the player has ever achieved in the selected test event, out of excellent, good, or pass scores, is displayed on the right side of the selected test event display field 341. If the player has not yet passed the selected test event, a stamp with an X is displayed, as shown in FIG. 30B.

[0286] The test event change operation unit 342 is an operation unit for changing the selected test event. As described above, at the beginning of the specific event, the conditions for unlocking test events No. 2 to No. 7 are not met, and the player can only select the test event with test number No. 1. Therefore, in this case, as shown in FIG. 30B, the test event change operation unit 342 is displayed grayed out, and the player's operation is not accepted.

[0287] On the other hand, when the release conditions for one or more of the test events No. 2 to No. 7 are met, the player can select one of the two or more test events. In this way, when one of two or more test events can be selected, the test event change operation unit 342 is enabled. When the enabled test event change operation unit 342 is tapped, a test event list screen (not shown) is displayed. On this test event list screen, test events for which the release conditions have been met are displayed. On the test event list screen, the player can select one of the test events for which the release conditions have been met.

[0288] When a test event is selected on the test event list screen, the specific event top screen 340 is displayed again. At this time, if the test event is changed, the changed test event is stored as the selected test event, and the display of the selected test event display field 341 is switched. When the start operation unit 343 is tapped, the training game is started, assuming that a test will be taken for the selected test event.

[0289] When the card ranking operation section 344 a is tapped on the specific event top screen 340 , a support card ranking screen 350 is displayed on the display 26 .

[0290] FIG. 30C is a diagram illustrating a support card ranking screen 350. During the period when a specific event is being held, the support card ranking is notified to the player. The support card ranking is a ranking of the usage rates of support cards for all players. During the calculation period, when the training of the training characters is completed, the number of times each support card organized into the deck is used is counted. Then, the usage rate is calculated for each type of support card, with the number of times the training game has been played (which may be the number of trained characters or the number of decks used) as the denominator and the number of times used as the numerator.

[0291] However, here, players are classified into one of three player categories: beginner, normal, and expert, and the number of times the training game is played and the number of times the support card is used are counted separately for each player category. In other words, the support card ranking is derived for each player category. Here, since there are three player categories, three support card rankings are derived.

[0292] A player is classified into one of the player categories based on the highest training rank of the characters he or she has trained in the past. In other words, a player is classified into one of the player categories based on the highest training rank he or she has ever achieved.

[0293] For example, a player whose highest training rank is less than D is classified as a beginner, a player whose highest training rank is D or higher but lower than A is classified as a normal, and a player whose highest training rank is A or higher is classified as an expert. Therefore, if a player classified as a beginner completes training, the respective counters provided for beginners that count the number of times the training game has been played and the number of times the support card has been used will be updated.

[0294] Here, the player's player classification is updated based on the player's highest training rank at the time of completion of training. For example, suppose a player whose highest training rank to date is "B" trains a training character with a training rank of "S." In this case, when the training of that training character is completed, the player's player classification is classified as expert. Therefore, the support cards used to train the training character with a training rank of "S" and the number of times the training game was played at that time are counted in a counter provided for experts.

[0295] However, a player's player classification may be changed at a predetermined update timing, rather than when training is completed. For example, a player may be classified into one of the player classifications at 4:59 AM each day based on the highest training rank that the player has ever achieved. In this case, the player classification will not change until 4:59 AM the next day, even if the highest training rank is updated.

[0296] Furthermore, the information for determining a player's classification is not limited to the highest training rank ever achieved. For example, a player's classification may be determined based on the highest evaluation points or test points ever achieved, or the highest evaluation points or test points ever achieved within a predetermined period, such as during a specific event. Alternatively, a single support card ranking common to all players may be derived without establishing player classifications.

[0297] In addition, the number of times the training game is played and the number of times the support card is used are counted only when the event mode is selected and the training game is played. However, the number of times the training game is played and the number of times the support card is used may also be counted when the normal mode is selected and the training game is played.

[0298] Furthermore, the support card rankings may be derived for each test aptitude or test number. For example, the support card rankings may be derived for each distance aptitude, such as short distance, mile, middle distance, and long distance. Alternatively, the support card rankings may be derived for each track type, such as turf and dirt. When the support card rankings are derived for each test aptitude (test number) or track type in this way, the support card rankings may be further derived for each player classification, or a support card ranking common to all players may be derived without providing player classifications.

[0299] 30C, the support card ranking screen 350 has switching tabs 351. The switching tabs 351 have a beginner tab, a normal tab, and an expert tab. When the beginner tab of the switching tabs 351 is tapped, the support card ranking for beginners is displayed, when the normal tab is tapped, the support card ranking for normal games is displayed, and when the expert tab is tapped, the support card ranking for experts is displayed.

[0300] In each support card ranking, for example, the top 10 most frequently used support cards are displayed. However, the number of support cards displayed on the support card ranking screen 350 may differ for each player category, such as beginner, normal, and expert.

[0301] The support card ranking screen 350 also displays a support card icon 351a indicating the support card and its usage rate. When the support card icon 351a is pressed and held, a support card details screen (not shown) is displayed. The player can check detailed information about the support card on the support card details screen. Note that although three support cards are shown in FIG. 30C, the player can check the support cards up to the tenth-ranked card by inputting a flick operation from bottom to top.

[0302] In this way, displaying the support card rankings makes it easier for players to understand how to organize a better deck. In particular, since the support card rankings are derived for each player category, it becomes easier for players to understand how to organize a deck that suits them.

[0303] Furthermore, when the development character ranking operation section 344b is tapped on the specific event top screen 340, a development character ranking screen 360 is displayed on the display .

[0304] FIG. 30D is a diagram illustrating the training character ranking screen 360. During the period when a specific event is being held, the training character ranking is notified to the player. The training character ranking is a ranking of the training characters for all players. This training character ranking is for the characters trained in the training game in which the event mode is selected. The training character ranking is derived based on the test points of the training characters, and for example, the top 30 training characters in terms of test points are displayed on the training character ranking screen 360.

[0305] The information used to derive the character rankings is not limited to test points. For example, the character rankings may be derived based on evaluation points. In this case, characters trained in the normal mode may be included in the character rankings.

[0306] A plurality of information display fields 361 are displayed on the training character ranking screen 360. In the information display fields 361, an icon 361a corresponding to the training character, the player name of the player who trained the training character, the character name, and test points are displayed. Note that although three information display fields 361 are shown in FIG. 30D, the player can sequentially check the information display fields 361 corresponding to the training character in 30th place by inputting a flick operation from bottom to top.

[0307] Fig. 31 is a diagram illustrating a player information confirmation screen 370. When the information display field 361 is tapped on the training character ranking screen 360, the player information confirmation screen 370 shown in Fig. 31 is displayed on the display 26. The player information confirmation screen 370 displays player information about the player who trained the training character displayed in the information display field 361 on the training character ranking screen 360 (hereinafter referred to as the training player).

[0308] Here, a profile character image 371 showing the profile character set by the training player is displayed, and a comment set by the training player is displayed near the profile character image 371. Also displayed on the player information confirmation screen 370 are a representative character display area 372a and a rental card display area 372b. The representative character display area 372a and the rental card display area 372b respectively display the representative character and rental card set by the training player.

[0309] Furthermore, the player information confirmation screen 370 is provided with a follow operation unit 373. By tapping the follow operation unit 373, the player can follow the training player. By following the training player, the player can register the training player as a friend. By registering the training player as a friend, the player can use the representative character of the training player as an inherited character in subsequent training games. Furthermore, by registering the training player as a friend, the player can organize rental cards set by the training player into a deck in subsequent training games.

[0310] It should be noted that the player information confirmation screen 370 is provided with a close operation unit 374. When the close operation unit 374 is tapped, the player information confirmation screen 370 is closed, and the development character ranking screen 360 shown in FIG. 30D is displayed. Furthermore, when an icon 361a displayed in the information display field 361 on the development character ranking screen 360 is pressed and held, a character details dialog 380 is displayed on the display 26.

[0311] Fig. 32A is a first diagram illustrating the character details dialog 380. Fig. 32B is a second diagram illustrating the character details dialog 380. Fig. 32C is a third diagram illustrating the character details dialog 380. Detailed information about the character being trained is displayed in the character details dialog 380. An ability parameter display field 381 is displayed at the top of the character details dialog 380.

[0312] In addition, an aptitude information display field 382 is displayed below the ability parameter display field 381. The aptitude information display field 382 displays aptitude parameters relating to course suitability for turf and dirt, aptitude parameters relating to distance suitability for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style suitability for breakaway, leading, overtaking, and chasing.

[0313] Below the aptitude information display field 382, ​​a various information display field 383 is displayed. The various information display field 383 is provided with a skill display tab 383a, an inheritance information display tab 383b, and a training information display tab 383c. When the skill display tab 383a is tapped, the skills already acquired by the training character are displayed in the various information display field 383, as shown in FIG. 32A. When the inheritance information display tab 383b is tapped, the inheritance information of the training character is displayed, as shown in FIG. 32B. The inheritance information includes information about the two inheritance characters that were set in the setting game in the training game when the training character was trained.

[0314] When the training information display tab 383c is tapped, the training information of the training character is displayed as shown in Fig. 32C. The training information includes the type of support card set in the setting game in the training game when training the training character, the results of individual races in the training game, and evaluation points.

[0315] In this way, the player can check various information about the characters that have placed highly in the character rankings in the character details dialog 380. This eliminates the information gap between players, and allows players to easily know how to train their characters.

[0316] The character details dialog 380 is provided with a close operation section 384. When the close operation section 384 is tapped, the character details dialog 380 is closed, and the character to be trained ranking screen 360 is displayed on the display .

[0317] FIG. 33 is a diagram illustrating an example of the timing of updating the rankings. The support card rankings and the development character rankings are updated periodically during the period in which a specific event is held. For example, when the specific event begins, the information necessary for calculating the support card usage rate and the information regarding the development characters developed in the event mode are compiled. Thereafter, during the period in which the specific event is held, for example, the rankings are derived based on all the information compiled up until 4:59 AM every day. The derived rankings are distributed at 5:00 AM on the same day.

[0318] In other words, the information necessary to derive the rankings is compiled at the time the training game is completed, but it is not immediately reflected in the rankings at the time the training game is completed. Therefore, for example, information compiled during the period from 4:59 AM on the second day of a specific event to 4:59 AM on the third day will be reflected in the rankings distributed at 5:00 AM on the third day.

[0319] Therefore, in this embodiment, the support card rankings and the development character rankings are not derived on the first day of the specific event. Therefore, the support card rankings and the development character rankings are not provided on the first day of the specific event. In this case, for example, on the first day of the specific event, the card ranking operation unit 344a and the development character ranking operation unit 344b are displayed grayed out, and no operation by the player is accepted. Alternatively, on the first day of the specific event, the support card ranking screen 350 and the development character ranking screen 360 may notify the user that information for deriving the rankings is being compiled.

[0320] Here, the calculation period and update timing for the support card ranking and the development character ranking are the same. However, the calculation period and update timing may be different for the two rankings. For example, the calculation of the support card ranking may start before the specific event is held. In this case, the support card ranking may be provided at the start of the specific event.

[0321] In this embodiment, when characters and support cards acquired by lottery are used to develop characters, the more powerful characters and support cards a player possesses, the stronger the characters they can develop. Therefore, players who do not possess powerful characters or support cards, or who possess only a small number of such cards, may lose interest in playing the game.

[0322] Therefore, in this embodiment, as described above, a player can use a character trained by another player as an inherited character, or use a support card set as a rental card by another player. However, in order to use a character trained by another player or a support card owned by another player, the player must register the other player as a friend.

[0323] In this case, the player needs to find other players who have set their desired training character as their representative character, or who have set powerful support cards as rental cards. However, the task of finding the best friend for the player can be complicated, preventing the player from effectively utilizing the rental function, and there is a risk that the disparity between players will widen.

[0324] In this embodiment, when the event mode is selected to play the training game during the period when a specific event is held, the player can organize the training characters that are ranked in the top 30 as succession characters into the deck. This allows the player to organize powerful succession characters into the deck without requiring complicated work, thereby reducing the disparity between players. Note that even when the normal mode is selected to play the training game during the period when a specific event is held, the training characters that are ranked in the top 30 may be organized into the deck as succession characters. Below, the differences between the event mode and the normal mode regarding the preparation stage of the training game will be described.

[0325] FIG. 34A is a fourth diagram illustrating inheritance character selection screen 170. FIG. 34B is a second diagram illustrating development character list screen 180. When a player selects the event mode to start the development game and selects a main character, inheritance character selection screen 170 is displayed on display 26 as shown in FIG. 34A. The inheritance character selection screen 170 displayed at this time is the same in normal mode and event mode. Then, when first inheritance character selection area 171a or second inheritance character selection area 171b is tapped on inheritance character selection screen 170, development character list screen 180 shown in FIG. 34B is displayed.

[0326] 34B and 7B, the character development list screen 180 differs between normal mode and event mode. Specifically, in normal mode, a My Character tab 181a and a Rental tab 181b are displayed on the character development list screen 180. In contrast, in event mode, an Event tab 181c is displayed in addition to the My Character tab 181a and the Rental tab 181b.

[0327] When the My Character tab 181a is tapped, a training character icon 182 corresponding to a training character owned by the player is displayed. When the Rental tab 181b is selected, a training character icon 182 corresponding to a representative character of another player, such as a player registered as a friend, extracted based on player information (e.g., player ID) linked to the player, is displayed.

[0328] Then, when the event tab 181c is tapped, as shown in Fig. 34B, a training character icon 182 corresponding to a training character that placed in the top 30 in the training character ranking is displayed. As described above, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is provisionally selected. Furthermore, when the training character icon 182 is pressed and held, detailed information about the training character corresponding to the training character icon 182 is displayed.

[0329] Although detailed description will be omitted, operation buttons (not shown) are provided on the development character list screen 180. By operating the operation buttons (not shown), the player can rearrange or narrow down the development character icons 182 based on the development character's abilities and inheritance information, or compatibility with the main character to be developed, etc.

[0330] In this way, in this embodiment, the characters trained in the training game are set as ranking targets. Then, during the period when a specific event is held, the characters tied to each player who played the training game are ranked based on the results of the training game. In addition, a second player different from the first player can organize a character tied to a first player whose character has a predetermined ranking (here, 30th place or higher) into a deck.

[0331] In other words, in the event mode, the player can organize into a deck a training character extracted based on the position in the training character ranking (hereinafter referred to as a high-ranking winning training character) and a training character extracted based on the player information (hereinafter referred to as an extracted training character). Note that the player can organize into a deck only one high-ranking winning training character and one extracted training character in total in one training game.

[0332] Furthermore, for the top winning characters and the selected characters, a deck formation condition is set. Here, the formation condition is set to be the payment of a predetermined cost, but the formation condition differs between the top winning characters and the selected characters.

[0333] Specifically, a player can use a character trained by another player as an inherited character by spending a predetermined amount of in-game currency as a cost. Here, a winning character requires a lower cost than an extracted character. Furthermore, an extracted character can be organized into a deck as an inherited character, but only up to the maximum number of times it can be used per day. Here, the maximum number of times it can be used per day is set to, for example, three times, and a player can organize any extracted character into a deck up to three times per day.

[0334] On the other hand, there is no upper limit on the number of times that a player can use a top-ranking winning character. Therefore, a player can play the training game any number of times a day by organizing their favorite top-ranking winning character into a deck.

[0335] In this manner, in this embodiment, the formation conditions set for the top winning development characters and the extracted development characters are different from each other. Here, the formation conditions are set so that the top winning development characters are easier for the player to use than the extracted development characters.

[0336] However, the above-mentioned organization conditions are merely examples. For example, organization conditions may be set so that extracted development characters are easier for players to use than top-ranked winning development characters. Also, the same organization conditions may be set for top-ranked winning development characters and extracted development characters. Furthermore, organization conditions may be set for only one of top-ranked winning development characters or extracted development characters, and no organization conditions may be set for the other.

[0337] As mentioned above, the training character rankings are distributed every day at 5:00 AM. Therefore, the top winning training characters may change frequently, and the period during which the top winning training characters can be organized into a deck is more limited than for the extracted training characters. Therefore, it is preferable to set organization conditions for the top winning training characters so that they are easier for players to use than the extracted training characters.

[0338] Then, after two inheritance characters have been selected, when the next operation unit 154 is tapped on the inheritance character selection screen 170, a support card organization screen 190 is displayed on the display .

[0339] FIG. 35 is a third diagram illustrating the support card organization screen 190. In the event mode, a card ranking operation unit 344a is provided on the support card organization screen 190. When the card ranking operation unit 344a is tapped, the support card ranking screen 350 shown in FIG. 30C is displayed. In this manner, in the event mode, the screen also transitions from the support card organization screen 190 to the support card ranking screen 350. Note that the support card organization screen 190 remains unchanged between the event mode and the normal mode, except for the card ranking operation unit 344a.

[0340] In addition, even if normal mode is selected and the training game is started during the period when a specific event is being held, a card ranking operation section 344a may be provided on the support card formation screen 190, and it may be possible to transition to the support card ranking screen 350.

[0341] When six support cards are selected on the support card organization screen 190 and the start operation unit 193 is tapped, the training main game starts. There is no difference between the normal mode and the event mode in this training main game. Then, when the training main game ends, the above-mentioned training completion screen 330 (see Figures 28A, 28B, and 28C) is displayed. If the event mode is selected, after the display of the training completion screen 330 has been completed, the test result screen 390 is displayed on the display 26.

[0342] FIG. 36A is a first diagram illustrating the test result screen 390. FIG. 36B is a second diagram illustrating the test result screen 390. FIG. 36C is a third diagram illustrating the test result screen 390. FIG. 36D is a fourth diagram illustrating the test result screen 390. As shown in FIG. 36A, the test result screen 390 displays the evaluation score (shown as Score in the figure) at the top, and the bonus points to be added are displayed below the evaluation score. Here, the bonus points to be added are displayed separately for each bonus awarding condition. Then, at the bottom of the test result screen 390, the test points, which are the evaluation score plus all the bonus points, are displayed.

[0343] Thereafter, as shown in FIG. 36B, the results derived based on the test points and the next operation unit 391 are displayed. When the next operation unit 391 is tapped, the reward to be given to the player corresponding to the test event is displayed as shown in FIG. 36C. Furthermore, when the next operation unit 391 is tapped, the test result screen 390 is closed and the home screen 100 is displayed. However, if the release conditions are met and a new test event is released, a notification that the new test event has been released is displayed as shown in FIG. 36D.

[0344] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described, and a description of the other configurations will be omitted.

[0345] (Functional Configuration of Player Terminal 1) 37 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0346] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a ranking information acquisition program 702. Note that the programs listed in Figure 37 are just examples, and the terminal-side game control program includes many other programs.

[0347] The data storage area 12b is provided with a player information storage unit 750, a game information storage unit 751, and a ranking information storage unit 752 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Also, for example, information about the player or other players, setting information of the player terminal 1, and other information other than game information are all referred to as player information. Player information is stored in the player information storage unit 750. Note that ranking information is stored in the ranking information storage unit 752.

[0348] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a ranking information acquisition unit 702a.

[0349] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a ranking information acquisition program 702, causing the computer to function as a training game execution unit 701a and a ranking information acquisition unit 702a, respectively.

[0350] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0351] The training game execution unit 701a executes all processing related to the training game.

[0352] The ranking information acquisition unit 702a acquires ranking information from the server 1000 during the period when the specific event is held, and stores the information in the ranking information storage unit 752.

[0353] (Functional configuration of server 1000) 38 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0354] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, and a ranking information update program 1103. Note that the programs listed in Fig. 38 are just examples, and the server-side game control program includes many other programs.

[0355] The data storage area 1012b is provided with a player information storage area 1150, a game information storage area 1151, a ranking information storage area 1152, and a ranking target character information storage area 1153 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0356] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (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 training game execution unit 1101a, a training game termination processing unit 1102a, and a ranking information update unit 1103a.

[0357] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101, a training game termination processing program 1102, and a ranking information update program 1103, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, and a ranking information update unit 1103a, respectively.

[0358] When various pieces of information are set in 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.

[0359] The training game execution unit 1101a executes all processing related to the training game.

[0360] When the training game ends, the training game end processing unit 1102a derives the evaluation points, training rank, etc. for the trained character. In addition, the training game end processing unit 1102a stores the trained character information in the game information storage unit 1151.

[0361] The ranking information update unit 1103a derives the support card ranking and the character ranking during the period when the specific event is held.

[0362] 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 they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0363] The following describes, with reference to flowcharts, the processing performed by each functional unit in the player terminal 1 and the server 1000. First, the processing related to the training game when the normal mode is selected will be described, and then the processing related to the training game when the event mode is selected will be described.

[0364] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 39 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0365] When a 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 operation input by the player. In this information setting processing, 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).

[0366] The player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player as a friend or an operation to remove a friend, the friend information, which is information about friends, is updated.

[0367] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0368] Fig. 40 is a first flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. Fig. 41 is a second flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether the main character selection screen 150 is being displayed on the display 26 (P6-1). If the main character selection screen 150 is being displayed (YES in P6-1) and a display switching operation to switch the screen display has been input (YES in P6-2), the training game executing unit 701a switches the display screen of the display 26 (P6-13).

[0369] Furthermore, when a selection operation (tapping on the character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-4) and switches the display screen (P6-13).

[0370] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game execution unit 701a provisionally registers the character provisionally stored in P6-4 as the main character (P6-6). Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000 (P6-7), and switches the display screen (P6-13).

[0371] Furthermore, when the inheritance character selection screen 170 or the training character list screen 180 is being displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game executing unit 701a switches the display screen on the display 26 (P6-13). Furthermore, when a selection operation (tap on the training character icon 182) is input on the training character list screen 180 (YES in P6-10), the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character (P6-11), and switches the display screen (P6-13).

[0372] Furthermore, when a determination operation (tap on the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game executing unit 701a displays the support card organization screen 190 on the display 26 (P6-13).

[0373] Furthermore, when the support card organization screen 190 or the support card selection screen 200 is being displayed (NO at P6-8) and a display switching operation to switch the screen display is input (YES at P6-21 in FIG. 41), the training game executing unit 701a switches the display screen of the display 26 (P6-22). Furthermore, when a selection operation (tapping the card icon 201 of the support card) is input on the support card selection screen 200 (YES at P6-23), the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-24) and switches the display screen (P6-22).

[0374] Furthermore, when a confirmation operation (tap on the start operation unit 193) is input on the support card organization screen 190 (YES in P6-25), the training game execution unit 701a transmits confirmation information to the server 1000 (P6-26). The confirmation information includes information identifying the provisionally registered main character, inherited character, and support card. Upon receiving the confirmation information, the server 1000 determines in the preparation stage process (S6) whether to permit execution of the training main game using the provisionally registered main character, inherited character, and support card.

[0375] 42 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the main character selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0376] If there is no abnormality in the main character selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the main character, etc., it is determined that there is an abnormality.

[0377] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0378] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).

[0379] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0380] If there is no abnormality in the main character, inherited character, or support card, and if the organizational conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-12) and causes the player terminal 1 to receive it. On the other hand, if there is an abnormality in any of the main character, inherited character, or support card, or if the organizational conditions for using the representative character of another player are not met, the training game executing unit 1101a sets non-permission information (S6-13) and causes the player terminal 1 to receive it.

[0381] Returning to FIG. 41, when the player terminal 1 receives permission information (YES in P6-27) after transmitting confirmation information (P6-26), the training game executing unit 701a registers the main character provisionally registered in P6-6 above (P6-28). The training game executing unit 701a also registers the training character provisionally stored as the inherited character in P6-11 above and the support card provisionally stored in P6-24 above to the deck. The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information (P6-29). The training game executing unit 701a also sets initial character identification information (P6-30) and displays the game screen 210 on the display 26 (P6-31).

[0382] Returning to FIG. 39, when the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, for ease of understanding, the following description will be given assuming that all processing is performed in the training stage process (P7) in the player terminal 1. However, some or all of the processing in the training stage process (P7) described below may be performed in the training stage process (S7) in the server 1000.

[0383] 43 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of a turn.

[0384] FIG. 44 is a flowchart illustrating the turn start processing in the player terminal 1. The training game executing unit 701a updates the current turn number stored in the game information storage unit 751 (P10-1). The training game executing unit 701a also references the selection item table (FIG. 12) stored in the data storage area 12b and determines whether the current turn is an individual race, that is, a turn in which only the individual race operation unit 219 can be selected (an individual race-only turn) (P10-2). If it is not an individual race-only turn (NO in P10-2), the processing ends. If it is an individual race-only turn (YES in P10-2), placement processing (P11), numerical value determination processing (P12), and event determination processing (P13) are performed in this order.

[0385] It is assumed here that the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1. However, some or all of the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. Also, some of the processing described below in the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. When the above processing is executed on the server 1000, the player terminal 1 performs the processing based on information received from the server 1000.

[0386] 45 is a flowchart illustrating the placement process in the player terminal 1. The training game executing unit 701a references the character identification information table (FIGS. 10 and 11) and extracts all characters registered as team members (P11-1). Then, the training game executing unit 701a selects, from the team members extracted in P11-1, characters for which the processes of P11-3 to P11-7 described below have not been executed, as target characters for executing the processes (P11-2).

[0387] The training game executing unit 701a also refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 above (P11-3). The training game executing unit 701a also sets a placement presence / absence table (FIG. 20) based on the character identification information confirmed in P11-3 above (P11-4). The training game executing unit 701a also determines by lottery whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).

[0388] If "place" is determined (YES in P11-6), the training game executing unit 701a determines and stores the training item for placing the target character (P11-7). If processing has not been completed for all of the team members extracted in P11-1 above (NO in P11-8), the training game executing unit 701a repeats the processing from P11-2 until processing has been completed for all team members. On the other hand, when processing has been completed for all team members (YES in P11-8), the training game executing unit 701a ends the placement processing and executes the numerical value determination processing (P12).

[0389] 46 is a flowchart illustrating the numerical value determination process in the player terminal 1. The training game executing unit 701a sets a processing target item for which the processes of P12-2 to P12-9 described below have not been executed from among the training items "Speed," "Stamina," "Power," "Spirit," and "Wisdom" (P12-1).

[0390] The training game executing unit 701a also determines and stores the failure rate when training is performed for the processing item set in P12-1 based on the current physical strength of the main character (P12-2).The training game executing unit 701a also determines and stores the decrease value of physical strength when training is performed for the processing item set in P12-1 (P12-3).

[0391] Furthermore, the training game executing unit 701a checks the current team ranking (P12-4), and determines the training level based on the team ranking with reference to the training level table (FIG. 21A) (P12-5).

[0392] The training game executing unit 701a also refers to the fixed increase value table (FIGS. 21B and 21C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6).The training game executing unit 701a also checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).

[0393] Then, the training game executing unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 21D) based on the arrangement information confirmed in P12-7 (P12-8). Also, the training game executing unit 701a updates the increase value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).

[0394] Furthermore, if the processes of P12-2 to P12-9 have not been completed for all training items (NO in P12-10), the training game executing unit 701a repeats the process from P12-1. On the other hand, if the processes have been completed for all training items (YES in P12-10), the training game executing unit 701a ends the numerical value determination process and executes the event determination process (P13).

[0395] 47 is a flowchart illustrating the event determination process in the player terminal 1. The training game executing unit 701a loads the current number of turns (P13-1). The training game executing unit 701a also references the event occurrence determination table stored in the data storage area 12b and determines whether or not to cause a scenario event to occur (P13-2). If it is determined that a scenario event should occur, that is, if it is a scenario event occurrence turn (YES in P13-2), the unit determines and stores the content of the scenario event (event ID) based on the event content determination table (P13-3).

[0396] Specifically, the training game execution unit 701a generates a lottery table based on the event content determination table and the event IDs of possible scenario events.The training game execution unit 701a then uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery.If the determined scenario event is an event that changes a parameter, such as an ability event, the change value is determined.

[0397] Furthermore, the training game executing unit 701a refers to the event occurrence determination table to determine whether or not to cause the dedicated event 162a to occur (P13-4). If it is determined that the dedicated event 162a should occur, that is, if it is the dedicated event occurrence turn (YES in P13-4), the training game executing unit 701a determines and stores the content (event ID) of the dedicated event 162a based on the event content determination table (P13-5).

[0398] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible dedicated events 162a. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the dedicated event 162a, i.e., the event ID, by lottery. If the determined dedicated event 162a is an event that changes a parameter, such as a skill event, the change value is determined.

[0399] Furthermore, if the main character is a specific character, the training game executing unit 701a executes a parameter change process (P13-6) that changes the change value of a parameter that changes in response to the dedicated event 162a. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined multiplier is multiplied. Here, the change value is changed to be advantageous to the player. As a result, if the main character is a specific character, the dedicated event 162a changes the parameter in a more advantageous manner.

[0400] Furthermore, the training game executing unit 701a refers to the event appearance determination table to determine whether or not to make a support event appear (P13-7). If it is determined that a support event should appear, that is, if it is a support event appearance turn (YES in P13-7), it determines and stores the content of the support event (event ID) based on the event content determination table (P13-8).

[0401] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible support events. At this time, the winning probability of the support event linked to the registered support card is set higher than the winning probability of other support events. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.

[0402] Furthermore, when the main character or the support character linked to the support event is a specific character, the training game executing unit 701a executes a parameter change process (P13-9) that changes the change value of a parameter that changes depending on the support event.

[0403] The training game executing unit 701a also refers to the event appearance determination table to determine whether or not to cause a team member event to appear (P13-10). If it is determined that a team member event should appear, that is, if it is a team member event appearance turn (YES in P13-10), the training game executing unit 701a determines whether the current turn is a branching turn (P13-11).

[0404] If it is not a branching turn (NO in P13-11), the training game executing unit 701a determines and stores the training event corresponding to the current turn number as the event to be generated based on the event content determination table (P13-12). Here, various increase values ​​related to the training event are determined.

[0405] Furthermore, when the main character or the character to be trained is a specific character, the training game executing unit 701a executes a parameter change process (P13-13) that changes the change value of a parameter that changes depending on the training event.

[0406] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game executing unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each turn. Then, if the predetermined condition is met (YES in P13-14), the training game executing unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Note that the specific character event to be replaced may be determined by lottery, or a specific character event set in advance for each turn may be determined.

[0407] Furthermore, the training game executing unit 701a performs a hint event determination process for each character placed in the training (P13-16). Here, whether or not to cause a hint event to appear is determined by lottery for each character placed in the training. Furthermore, if a hint event is to appear, it is determined which hint event to cause to appear.

[0408] 44, the training game executing unit 701a updates the screen displayed on the display 26 (P10-3). If a story event is to occur at the start of the turn, the training game executing unit 701a causes a story event to occur from among the events determined in P13 (P10-4).

[0409] Returning to FIG. 43, if it is not the start of the turn (NO in P7-1), the training game executing unit 701a executes the during-turn process (P20).

[0410] 48 is a flowchart illustrating processing during a turn in the player terminal 1. The training game executing unit 701a determines whether the result operating unit 253 or the race operating unit 254 on the individual race start screen 250 has been operated to start an individual race (P20-1). If the individual race has started (YES in P20-1), the training game executing unit 701a derives the result of the individual race and stores it in the game information storage unit 751 (P20-2).

[0411] Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of each of the NPC and main character, and the ranking in the individual race is determined based on the calculation result. The calculation formula may be set differently for each race. For example, multiple patterns of NPC ability parameters may be provided for each race, and the ability parameters to be used may be determined by lottery. In other words, even if the ability parameters, acquired skills, and races entered by the main character are exactly the same, the race results may not necessarily be the same. Furthermore, multiple patterns of calculation formulas, such as weighting, may be provided for each race, and the results may vary depending on the selected calculation formula.

[0412] Here, it is assumed that the individual race results are derived in the player terminal 1. However, the individual race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting the derivation of the individual race results and information necessary to derive the individual race results. The player terminal 1 may then receive the individual race results derived by the server 1000.

[0413] Furthermore, the training game executing unit 701a executes a race result display process to display the individual race result screen 260 or the race video on the display 26 based on the individual race results derived in P20-2 (P20-3).

[0414] The training game executing unit 701a also determines whether the result operation unit 291 or the race operation unit 292 on the team race start screen 290 has been operated to start the team race (P20-4). If the team race has started, the process proceeds to P20-5, and if the team race has not started, the process proceeds to P20-9.

[0415] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-5). Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined based on the calculation result. Note that the calculation formula may be set differently for each race. Also, for example, multiple patterns of NPC ability parameters may be set for each race, and which ability parameters will be used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as the race in which they participate, the race results may not necessarily be the same. Also, multiple patterns of calculation formulas, such as weighting, may be set for each race, and the results may vary depending on the selected calculation formula.

[0416] Here, it is assumed that the team race results are derived in the player terminal 1. However, the team race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting derivation of the team race results and information necessary to derive the team race results. The player terminal 1 may then receive the team race results derived by the server 1000.

[0417] The training game execution unit 701a executes a race result display process (P20-6) that displays the team race interim result screen 300, the team race detailed result screen 310, and the team race overall result screen 320 on the display 26 based on the team race results derived in P20-5 above.

[0418] The training game execution unit 701a also executes a character identification information update process (P20-7). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to predetermined conditions. Then, the character identification information of the extracted characters is updated to team members. In other words, in this embodiment, the number of team members increases each time a team race ends.

[0419] Furthermore, the training game executing unit 701a executes a parameter update process (P20-8) to update information relating to the team ranking based on the team race results derived in the above P20-5.

[0420] If any training item is selected (YES in P20-9), the training game execution unit 701a executes the training execution process (P21). If no training item is selected (NO in P20-9), other processes such as consuming skill points to acquire skills are executed (P20-10).

[0421] 49 is a flowchart illustrating the training execution process in the player terminal 1. The training game execution unit 701a updates the stamina of the main character for the selected training item based on the decrease value of the stamina determined in P12-3 above (P21-1).

[0422] Furthermore, the training game executing unit 701a executes a success determination process for the selected training item based on the failure rate determined in P12-2 above (P21-2) to determine whether the training is successful. If the training fails (NO in P21-3), the training game executing unit 701a subtracts ability parameters such as a decline in condition based on the failure of the training (P21-4).

[0423] On the other hand, if the training is successful (YES in P21-3), the training game executing unit 701a adds the increase value derived in P12-9 above to the ability parameter of the main character (P21-5). Also, the training game executing unit 701a adds the increase value to the bond parameter value determined in P13-12 and P13-13 (P21-6). Also, the training game executing unit 701a checks the hint event information stored in the hint event determination process (P21-7).

[0424] If hint event information is stored for the selected training item (YES in P21-8), the training game executing unit 701a causes a hint event to appear based on the hint event information for the selected training item (P21-9). If multiple pieces of hint event information are stored for the selected training item, one of the hint events will appear. Furthermore, the training game executing unit 701a updates the skill information for the main character stored in the game information storage unit 751 based on the hint event information caused to appear in P21-9 (P21-10).

[0425] Furthermore, if special training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team members to be the targets of the special training event based on the special training event information related to the selected training item (P21-12).

[0426] Furthermore, the training game executing unit 701a adds "1" to the number of training events for the team member to be executed, which was set in P21-12 above (P21-13). Furthermore, the training game executing unit 701a updates the ability parameters of the training target (P21-14). When the processing of P21-13 to P21-14 is completed for all team members to be executed with the training event (YES in P21-15), the training game executing unit 701a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the training event information (P21-16).

[0427] Returning to FIG. 39, when the above-described training stage processing is completed, the training game executing unit 701a executes training game ending processing (P8) in the player terminal 1. In the training game ending processing, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751. The training game executing unit 701a also transmits end information to the server 1000. This end information includes information about the training character, etc. In the server 1000, upon receiving the end information, the training game ending processing unit 1102a executes training game ending processing (S8).

[0428] FIG. 50 is a flowchart illustrating the training game termination process in the server 1000. The training game termination processing unit 1102a derives an evaluation point based on termination information received from the player terminal 1 (S8-1). The training game termination processing unit 1102a also derives a training rank based on the derived evaluation point (S8-2). The training game termination processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-3). The training game termination processing unit 1102a also sets training result information and causes the player terminal 1 to receive the information (S8-4). The training result information only needs to include at least an evaluation point and a training rank, and in this case, is the same as the training character information stored in S8-3 above.

[0429] Returning to Fig. 39, upon receiving the training result information, the training game executing unit 701a executes training game ending processing (P9). Here, the training game executing unit 701a stores the received training result information in the game information storage unit 751. Furthermore, the training game executing unit 701a displays the training completion screen 330 (see Figs. 28A, 28B, and 28C) on the display 26 based on the training result information.

[0430] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0431] Next, a description will be given of the processing of the player terminal 1 and the server 1000 during the period when a specific event is held. Note that the following describes the processing related to the training game when the event mode is selected in the player terminal 1 during the period when a specific event is held.

[0432] 51 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game during the period when a specific event is held. During the period when the specific event is held, the server 1000 executes a ranking information update processing (S11).

[0433] 52 is a flowchart illustrating the ranking information update process in the server 1000. The ranking information update unit 1103a determines whether it is time to update (S11-1). Here, 4:59 AM is set as the update time. When the update time arrives, the ranking information update unit 1103a extracts the training character information to be ranked that is stored in the ranking target training character information storage unit 1153 (S11-2).

[0434] The ranking target training character information is the training character information created by the training game executed in the event mode. The ranking target training character information storage unit 1153 stores the training character information in association with the player ID of the player who trained the training character.

[0435] Here, only one piece of ranking target character information is stored in association with one player ID in ranking target character information storage unit 1153. During the period when a specific event is being held, only the training character information with the highest test points among the ranking target character information associated with one player ID is stored in ranking target character information storage unit 1153.

[0436] However, the ranking target character information storage unit 1153 may store, for example, the top 100 test points of the training character information. In this case, when the ranking target character information is generated, the test points are compared with the top 100 test points of the training character information at that time. If the test points of the newly generated training character information exceed those of the top 100 test points of the training character information, the training character information stored in the ranking target character information storage unit 1153 is changed. Note that at this time, multiple pieces of training character information linked to one player ID may be stored in the ranking target character information storage unit 1153.

[0437] The ranking information update unit 1103a sets the top 30 ranked training characters as winning training characters based on the training character information to be ranked extracted in S11-2 (S11-3). Here, the training character information corresponding to the winning training characters is stored in the ranking information storage unit 1152. Note that the ranking information storage unit 1152 stores the training character information corresponding to the winning training characters in association with the player ID of the player who generated the training character information.

[0438] The ranking information update unit 1103a also executes a formation condition setting process (S11-4). Here, formation conditions are set so that other players can use the top winning characters in their decks. Specifically, the ranking information update unit 1103a sets the formation condition to be the consumption of 1000 of a predetermined in-game currency.

[0439] The ranking information update unit 1103a also sets the information on the top winning development characters set in S11-3 above (S11-5) and causes the information to be received by the player terminal 1. The ranking information update unit 1103a also sets development character ranking information in which the development character information and player information are ranked (S11-6).

[0440] The ranking information update unit 1103a also calculates the usage rate of the support card (S11-7). Here, the ranking information update unit 1103a calculates the usage rate for each type of support card, with the number of times the training game has been played as the denominator and the number of times it has been used as the numerator. Here, the ranking information update unit 1103a also calculates the usage rate of the support card for each player category of beginner, normal, and expert.

[0441] The ranking information update unit 1103a derives support card rankings based on the usage rates of the support cards calculated in S11-7 above, and stores them in the ranking information storage unit 1152 (S11-8). In addition, the ranking information update unit 1103a sets support card ranking information indicating the derived support card rankings, and causes the player terminal 1 to receive it.

[0442] The information set in S11-5, S11-6, and S11-8 is set so that the player terminal 1 can receive it when communication processing with the player terminal 1 is performed after 5:00 AM on the day.

[0443] 51, after the support card rankings and development character rankings are updated in S11, when a communication process for confirming information is executed in the player terminal 1 (P11), the ranking information acquisition unit 702a receives development character ranking information, support card ranking information, and top winning development character information from the server 1000 (P12). In addition, the ranking information acquisition unit 702a stores the received top winning development character information in the player information storage unit 750, and stores the development character ranking information and support card ranking information in the ranking information storage unit 752.

[0444] Thereafter, when a training game start operation is input in the player terminal 1, the training game execution unit 701a executes the preparation stage process (P6). Below, the preparation stage process when the event mode is selected will be described, with reference to differences from the preparation stage process when the normal mode is selected.

[0445] 53 is a flowchart illustrating the preparation stage processing in the player terminal 1 when the event mode is selected. When the event mode is selected, in the preparation stage processing (S6) in the player terminal 1, the training game executing unit 701a acquires information about representative characters extracted according to predetermined extraction conditions, such as a friend's representative character, from the server 1000 (P6-7a), and further acquires information about the training characters that have won top prizes from the server 1000 (P6-7b). Note that the information about the representative characters and the information about the training characters that have won top prizes is also stored in the game information storage unit 751. Therefore, the information about the representative characters and the information about the training characters that have won top prizes may be read out from the game information storage unit 751.

[0446] Then, when displaying the training character list screen 180 (P6-13), the training game executing unit 701a displays the My Character tab 181a, the Rental tab 181b, and the Event tab 181c on the training character list screen 180. When the Event tab 181c is tapped, the acquired top winning training character is temporarily stored as an inherited character on P6-13.

[0447] The preparation stage process (P6) in the player terminal 1 differs between when the event mode is selected and when the normal mode is selected only in the above points, and the other processes are the same.

[0448] Returning to FIG. 51, even when the event mode is selected, in the preparation stage processing in the player terminal 1, confirmation information is transmitted to the server 1000. Upon receiving the confirmation information, the preparation stage processing (S6) is executed in the server 1000. Below, differences between the preparation stage processing during the period when a specific event is held and the preparation stage processing outside the period when a specific event is held will be described.

[0449] 54 is a flowchart illustrating the preparatory process in the server 1000 while a specific event is being held. Note that the preparatory process during the period when a specific event is being held is the same as the preparatory process outside the period when a specific event is being held, in that the processes from S6-1 to S6-13 are the same, but the processes from S6-21 to S6-23 are added. Therefore, to avoid duplication, the processes from S6-21 to S6-23 will be described here, and the other processes will not be described.

[0450] If the inherited characters do not include the representative characters of other players (NO in S6-7), the training game executing unit 1101a determines whether the training characters selected by the player as the inherited characters include a training character that has won a high ranking (S6-21). If a training character that has won a high ranking is included (YES in S6-21), the training game executing unit 1101a determines whether the player possesses 1,000 or more predetermined in-game currency (S6-22). If the player possesses 1,000 or more in-game currency (YES in S6-22), the training game executing unit 1101a subtracts 1,000 from the possessed amount of predetermined in-game currency stored in the player information storage unit 1150 (S6-23), and sets permission information (S6-12).

[0451] In this way, the in-game currency required to organize a top-ranking winning training character into a deck and use it is less than the in-game currency required to organize another player's representative character into a deck and use it. Also, while the number of times that another player's representative character can be organized into a deck and used is limited to three times per day, there is no limit to the number of times that a top-ranking winning training character can be organized into a deck and used.

[0452] Returning to FIG. 51, when the training game executed in the event mode is ended, end information is transmitted from the player terminal 1 to the server 1000. Upon receiving the end information, the server 1000 executes a training game end process (S8). Below, the differences between the training game end process when the event mode is selected and the training game end process when the normal mode is selected will be described.

[0453] FIG. 55 is a flowchart illustrating the training game end processing in the server 1000 when the event mode is selected. The training game end processing unit 1102a derives evaluation points based on end information received from the player terminal 1 (S8-1). The training game end processing unit 1102a also derives a training rank based on the derived evaluation points (S8-2). The training game end processing unit 1102a also derives test points based on the evaluation points (S8-3). Here, the training game end processing unit 1102a calculates bonus points based on bonus awarding conditions set for each test event, and derives test points by adding the calculated bonus points to the evaluation points. The training game end processing unit 1102a also derives results based on the test points.

[0454] The training game end processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., with the player ID of the player and stores the information in the game information storage unit 1151 (S8-4). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-5).

[0455] If the test points derived in S8-3 above are the highest points for the player (YES in S8-6), the training game termination processing unit 1102a updates the training character information linked to the player's player ID stored in the ranking target training character information storage unit 1153 to the training character information stored in S8-4 (S8-7).

[0456] Furthermore, the training game end processing unit 1102a derives a player classification based on the highest training rank achieved by the player, and stores the same in association with the player ID in the player information storage unit 1150 (S8-7). However, the player classification may also be derived based on, for example, the highest training rank achieved during the period in which a specific event is held.

[0457] The training game end processing unit 1102a adds "1" to the counter value of a usage number counter that counts the number of uses for each of the six support cards included in the deck used in the training game (S8-9). Note that a usage number counter is provided for each type of support card and for each player classification. Here, the counter value of the usage number counter corresponding to the player classification stored in the player information storage unit 1150 is updated.

[0458] The training game end processing unit 1102a adds "1" to the counter value of an execution count counter that counts the number of times the training game has been executed (S8-10). Note that an execution count counter is provided for each player classification. Here, the counter value of the execution count counter corresponding to the player classification stored in the player information storage unit 1150 is updated.

[0459] In S11-7 of the ranking information update process described above, the ranking information update unit 1103a calculates the usage rate of the support card based on the counter values ​​of the usage number counter and the execution number counter updated in S8-9 and S8-10.

[0460] Furthermore, the training game end processing unit 1102a executes a test event release process (S8-11), in which a process is executed to release the next test event when the test event is passed for the first time.

[0461] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0462] In the above embodiment, a case has been described in which a training character ranking is derived and a training character that has achieved a predetermined ranking in the training character ranking can be organized into a deck by another player. In other words, in the above embodiment, the ranking target and the target that can be organized into a deck by another player are the same training character.

[0463] That is, a predetermined game (a development game in the above embodiment) is executed using a deck, and the process of executing the game using the deck includes a process of progressing the predetermined game based on a player's operation and a process of generating game media (development characters in the above embodiment) based on the completion of the progress of the predetermined game, and the ranking targets are game media generated in the predetermined game. Furthermore, rankings are given to the game media generated in the predetermined game within a predetermined period (during the period when a specific event is held in the above embodiment).

[0464] However, ranking targets and targets that other players can organize into their decks may be different. For example, a ranking of player information such as player IDs may be derived based on a predetermined game result, and support cards owned by a player who has achieved a predetermined ranking may be available for other players to organize into their decks.

[0465] In the above embodiment, the game in which the ranking of the ranking targets is performed and the game in which the deck containing the game contents of other players can be used are the same. However, the game in which the ranking of the ranking targets is performed and the game in which the deck containing the game contents of other players can be used may be different.

[0466] For example, a player ranking may be derived based on the results of a specified game, such as the score derived in a team competitive game, and the representative character of a player who achieves a specified ranking in this ranking may be available for other players to include in their decks in a training game.

[0467] In any case, it is sufficient that the system be capable of performing the following processes: a process of ranking ranking objects (training characters in the above embodiment) linked to each player who played a specified game based on the results of the specified game (training game in the above embodiment); a process of allowing a second player different from the first player to organize game media (training characters in the above embodiment) linked to a first player whose ranking object is ranked at a specified rank (1st to 30th in the above embodiment) into a deck; and a process of playing a game (training game in the above embodiment) using the deck into which the game media has been organized.

[0468] In addition, in the above embodiment, a process is executed that enables a player to organize into a deck game media (extracted development characters in the above embodiment) extracted based on player information (friend information or player ID in the above embodiment) linked to the player, in addition to game media extracted based on the ranking of the player (top-ranking development characters in the above embodiment). However, in the above embodiment, the process of enabling the organization of representative characters of other players, such as friends, into a deck is not essential.

[0469] In the above embodiment, a deck organization condition is set for at least one of the game media extracted based on the ranking position and the game media extracted based on the player information. The game media extracted based on the ranking position and the game media extracted based on the player information linked to the player differ in whether or not an organization condition is set (in the above embodiment, the maximum number of uses) or the organization condition set (required in-game currency). However, in the above embodiment, the organization condition set for the top winning development character and the extracted development character may be exactly the same.

[0470] In the above embodiment, one character ranking and one support card ranking are derived for all test types. However, the character ranking and the support card ranking may be derived separately for each test type.

[0471] Furthermore, in the above embodiment, a training game has been described, but the game genre to which the technology according to the above embodiment can be applied is not limited to this, and the technology can be applied to any game genre.

[0472] The information processing program for executing the processes in the above-described embodiment and various modified 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. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0473] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. A process for ranking ranking targets linked to player information of players who played a predetermined game based on the results of the game played by the players; A process for enabling one player playing the predetermined game to organize game contents linked to player information of other players into a deck; a process of executing a game using the deck containing the game contents based on an operation by the one player; The computer executes the following: a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; the organization condition differs depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing program.

2. the predetermined game is a game using the deck, The game content is generated based on the completion of the progress of the predetermined game, the ranking target is the game medium generated based on the completion of the progress of the predetermined game; The process of executing a game using the deck includes: a new predetermined game is executed using the deck in which the game contents generated based on the completion of the progress of the past predetermined game are organized; The information processing program according to claim 1 .

3. The process of ranking the ranking targets includes: ranking the generated game contents based on the completion of the progress of the predetermined game within a predetermined period of time; The information processing program according to claim 2 .

4. An information processing method performed by a computer, comprising: a process of ranking ranking targets linked to player information of players who have played a predetermined game based on the results of the game played by the players; A process for enabling one player playing the predetermined game to organize game contents linked to player information of other players into a deck; a process of executing a game using the deck containing the game contents based on an operation by the one player; Including, a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; the organization condition differs depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing methods.

5. one or more computers; The computer a process of ranking ranking targets linked to player information of players who have played a predetermined game based on the results of the game played by the players; A process for enabling one player playing the predetermined game to organize game contents linked to player information of other players into a deck; a process of executing a game using the deck containing the game contents based on an operation by the one player; and a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; the organization condition differs depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Game device.

6. one or more computers; The computer a process of ranking ranking targets linked to player information of players who have played a predetermined game based on the results of the game played by the players; A process for enabling one player playing the predetermined game to organize game contents linked to player information of other players into a deck; a process of executing a game using the deck containing the game contents based on an operation by the one player; and a compilation condition is set for compiling the game contents linked to the player information of the other player into the deck; the organization condition differs depending on whether the ranking of the ranking target linked to the other player is a predetermined ranking or not. Information processing system.

Citation Information

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