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

The system enhances gameplay convenience by allowing players to register and automatically display reservation selection information, simplifying the confirmation process for option selection.

JP7766756B1Active Publication Date: 2025-11-10CYGAMES INC
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Patent Information

Application Number
JP2024134800
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-13
Publication Date
2025-11-10
Estimated Expiration
2044-08-13

AI Technical Summary

Technical Problem

Players in games often forget the timing to select desired options, leading to complications in using confirmation functions and reduced convenience.

Method used

A system that allows players to register reservation selection information for game options, automatically display this information during gameplay, and provide a confirmation screen for selecting whether to acquire the designated options.

Benefits of technology

Improves player convenience by simplifying the confirmation process for option selection, ensuring timely and efficient gameplay.

✦ Generated by Eureka AI based on patent content.

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  • Figure 0007766756000001_ABST
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Patent Text Reader

Abstract

To improve convenience for players. [Solution] The information processing program causes a computer to perform the following processes: a process for enabling the registration of multiple pieces of reservation selection information, each of which includes one or more options for determining the behavior of the game medium and is presented during a specified game, based on a first operation input by the player; a process for progressing through the specified game, including a process for presenting multiple options in the specified game and a process for updating parameters based on the option selected by the player; a process for storing any one piece of reservation selection information out of one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by the player; a process for acquiring the designated reservation selection information when a preset acquisition condition is met, which includes at least a predetermined timing; and a process for making it possible to identify the options included in the designated reservation selection information during the specified game based on the acquired designated reservation selection information.
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Description

[Technical Field]

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

[0002] BACKGROUND ART As disclosed in Patent Document 1, a game is known in which the progress of the game is controlled by the player selecting one of a plurality of types of selection items. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5932876 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-described games, a player selects each option at a predetermined timing based on his or her own strategy. However, a player may forget the timing at which to select a desired option. Therefore, it is conceivable to provide a confirmation function that allows a player to confirm the option to be selected or the timing at which to select the option. However, if the operation for confirming the option becomes complicated, the use of the confirmation function is not promoted, and convenience is not improved.

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

[0006] In order to solve the above problem, an information processing program a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; When the reservation selection information of 1 is stored as the designated reservation selection information, before the plurality of options are presented during the predetermined game, the reservation selection information is automatically displayed without any operation input by the player. A process of acquiring the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; The computer performs the following.

[0007] In order to solve the above problems, The information processing program a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; When the reservation selection information of 1 is stored as the designated reservation selection information, before the plurality of options are presented during the predetermined game, The player who selects whether or not to acquire the designated reservation selection information Third Displays a confirmation screen where you can enter operations a process of acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; Have a computer carry out .

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; When the reservation selection information of 1 is stored as the designated reservation selection information, before the plurality of options are presented during the predetermined game, the reservation selection information is automatically displayed without any operation input by the player. A process of acquiring the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; carry out 。 In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of displaying a confirmation screen on which a player can input a third operation to select whether or not to acquire the designated reservation selection information before the plurality of options are presented during the predetermined game, when the reservation selection information of 1 is stored as the designated reservation selection information, and acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; Carry out the following.

[0011] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; When the reservation selection information of 1 is stored as the designated reservation selection information, before the plurality of options are presented during the predetermined game, the reservation selection information is automatically displayed without any operation input by the player. A process of acquiring the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; carry out 。 In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process for allowing a player to register multiple pieces of reservation selection information including one or more options among a plurality of options for determining an action of the game medium presented during a predetermined game, based on a first operation input by the player; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of displaying a confirmation screen on which a player can input a third operation to select whether or not to acquire the designated reservation selection information before the plurality of options are presented during the predetermined game, when the reservation selection information of 1 is stored as the designated reservation selection information, and acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; Carry out the following. [Effects of the Invention]

[0012] According to the present invention, convenience for players can be improved. [Brief explanation of the drawings]

[0013] [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 home setting screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a strengthening screen, and Fig. 4B is a diagram illustrating an example of a character training screen. [Figure 5]FIG. 5 is a diagram for explaining the general flow of the training game. [Figure 6] Fig. 6A is a diagram illustrating a main character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining a skill table. Fig. 7D is a diagram explaining a dedicated event table. [Figure 8] Fig. 8A is a first diagram illustrating an inheritance character selection screen. Fig. 8B is a first diagram illustrating a training character list screen. Fig. 8C is a second diagram illustrating an inheritance character selection screen. Fig. 8D is a third diagram illustrating an inheritance character selection screen. [Figure 9] Fig. 9A is a first diagram illustrating a support card organization screen, Fig. 9B is a diagram illustrating a support card selection screen, and Fig. 9C is a second diagram illustrating a support card organization screen. [Figure 10] Fig. 10A is a diagram illustrating a support card table, Fig. 10B is a diagram illustrating a support effect table, Fig. 10C is a diagram illustrating a possessed skill table, and Fig. 10D is a diagram illustrating a support event table. [Figure 11] FIG. 11 is a diagram illustrating the final confirmation screen. [Figure 12] FIG. 12 is a first diagram illustrating the character identification information table. [Figure 13] FIG. 13 is a second diagram illustrating the character identification information table. [Figure 14] FIG. 14 is a diagram illustrating the selection item table. [Figure 15] Fig. 15A is a first diagram illustrating a game screen, and Fig. 15B is a second diagram illustrating a game screen. [Figure 16]Fig. 16A is a first diagram illustrating a training screen. Fig. 16B is a second diagram illustrating a training screen. Fig. 16C is a diagram illustrating a training result notification screen. Fig. 16D is a diagram illustrating an event screen. [Figure 17] Fig. 17A is a first diagram illustrating the skill screen, and Fig. 17B is a second diagram illustrating the skill screen. [Figure 18] Fig. 18A is a first diagram illustrating an individual race selection screen. Fig. 18B is a second diagram illustrating an individual race selection screen. Fig. 18C is a diagram illustrating an individual race start screen. Fig. 18D is a diagram illustrating an individual race result screen. [Figure 19] Fig. 19A is a diagram illustrating a reservation list screen, Fig. 19B is a diagram illustrating a reservation edit screen, and Fig. 19C is a diagram illustrating a calendar screen. [Figure 20] Fig. 20A is a diagram illustrating a rotation screen, Fig. 20B is a diagram illustrating a first confirmation screen, and Fig. 20C is a diagram illustrating a second confirmation screen. [Figure 21] FIG. 21 is a diagram illustrating the rotation confirmation dialog. [Figure 22] FIG. 22 is a diagram illustrating the general flow of the turn start processing. [Figure 23] FIG. 23 is a diagram for explaining the arrangement presence / absence table. [Figure 24] Fig. 24A is a diagram illustrating a fixed increase value (speed) table, Fig. 24B is a diagram illustrating a fixed increase value table (power), and Fig. 24C is a diagram illustrating a bonus addition rate table. [Figure 25] FIG. 25 is a diagram illustrating event types and event classifications. [Figure 26] Fig. 26A is a diagram illustrating the breeding completion screen, Fig. 26B is a second diagram illustrating the breeding completion screen, and Fig. 26C is a third diagram illustrating the breeding completion screen. [Figure 27]FIG. 27 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 28] FIG. 28 is a diagram illustrating the memory configuration of the server and its computer functions. [Figure 29] FIG. 29 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 30] FIG. 30 is a flowchart illustrating the development stage processing in the player terminal. [Figure 31] FIG. 31 is a flowchart illustrating the turn start processing at the player terminal. [Figure 32] FIG. 32 is a flowchart illustrating the process during a turn at the player terminal. [Figure 33] FIG. 33 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0014] 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.

[0015] (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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] (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 storage device 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.

[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 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.

[0022] The configurations and functions of the CPU 1010, storage device 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, storage device 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.

[0023] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with 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 storage device 12 is connected to the CPU 10 via a bus 14.

[0024] 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.

[0025] 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 storage device 12 (RAM) by the CPU 10.

[0026] 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 storage device 12 or the storage unit 18.

[0027] 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.

[0028] 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.

[0029] (Game content) 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0034] When the enhanced screen selection operation portion 102b is tapped, an enhanced screen 140 (FIG. 4A) described later is displayed.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 3A, a mission icon 136 is displayed on the home screen 100. When the mission icon 136 is tapped, a mission screen (not shown) is displayed. In this embodiment, a predetermined mission is given to the player. Each time the player completes an assigned mission, the player can receive in-game currency or a predetermined item as a reward.

[0056] The mission screen displays a list of the missions assigned to the player and the rewards that can be obtained if the missions are completed. For example, the in-game currency or predetermined items that can be obtained as rewards may differ depending on the difficulty of the mission. For example, the higher the difficulty of the mission, the more advantageous the in-game currency or predetermined items that can be obtained as rewards. Missions may include those with time limits and those without time limits. The mission screen may also display a list of missions with or without time limits, or by the time limits that can be set.

[0057] In addition, in this embodiment, missions with a limited period are provided, which include daily missions where the limited period is set to be repeated every day, and time-limited missions where the limited period is set to a predetermined period (for example, one week or one month).

[0058] Once the daily mission time limit (1 day) has passed, the same mission will be set again. Therefore, players can complete the daily mission every day and receive rewards each time.

[0059] On the other hand, limited-time missions disappear after a certain period of time has passed, and cannot be set again, so they can only be completed once within the certain period. For example, the rewards set for limited-time missions may be more advantageous than the rewards set for daily missions.

[0060] When the training game operation unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game starts.

[0061] Fig. 4A is a diagram illustrating an example of the strengthening screen 140. As described above, when the strengthening screen selection operation unit 102b of the menu bar 102 is tapped, the strengthening screen 140 shown in Fig. 4A is displayed. The strengthening screen 140 is provided with a training character screen selection operation unit 140a, a support card screen selection operation unit 140b, and a training character list screen selection operation unit 140c.

[0062] Fig. 4B is a diagram illustrating an example of the development character screen 142. When the development character screen selection operation unit 140a is tapped on the strengthening screen 140 shown in Fig. 4A, the development character screen 142 shown in Fig. 4B is displayed.

[0063] The character training screen 142 is provided with an operation unit for displaying a screen for strengthening a character owned by the player. By operating this operation unit, the player can strengthen the character owned by the player. By strengthening the character, the player can increase the level set for the character. Various parameters are set for the character, and the parameters increase as the level increases. By increasing the character's parameters, the player can train a character with stronger status in the training game.

[0064] The character training screen 142 also has an operation section for displaying a list of characters possessed by the player and a list of items for strengthening the characters possessed by the player.

[0065] When the support card screen selection operation unit 140b is tapped on the strengthening screen 140 shown in FIG. 4A, a support card screen (not shown) is displayed. On the support card screen, the player can strengthen the support card he or she owns. By strengthening the support card, the player can increase the level set for the support card. Various parameters are set for the support card, and the parameters increase as the level increases. By increasing the parameters of the support card, the player can train a character with stronger stats in the training game.

[0066] When the training character list screen selection operation unit 140c is tapped on the training screen 140 shown in Fig. 4A, a training character list screen (not shown) is displayed. On the training character list screen, a list of characters trained by the player (hereinafter referred to as training characters) and the status of each training character can be confirmed. Next, the training game will be described in detail.

[0067] (Raising game) Figure 5 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.

[0068] 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.

[0069] <Preparatory processing> The preparation stage processing mainly involves registering the main character, the deck (inherited characters and support cards), and specific characters. Note that support cards are intended to assist in the development of the main character. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character linked to the support card will be referred to as the support character.

[0070] <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.

[0071] 6A 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.

[0072] 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.

[0073] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, 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 the parameter display section 152 based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0074] 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.

[0075] 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.

[0076] In this embodiment, aptitude parameters (initial values) are set for each character. FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, 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.

[0077] 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.

[0078] 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.

[0079] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C 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.

[0080] 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. 6B, 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. A skill is an ability that may be activated when a predetermined condition is met during an individual race, which will be described later. The activation of a skill gives each character an advantage in the race.

[0081] FIG. 7C is a diagram illustrating a skill table. As shown in FIG. 7C, 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. 6B. 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.

[0082] 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.

[0083] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 7C are displayed as acquired skills 161a on the character detail screen 160 of Fig. 6B. Furthermore, the skills corresponding to "◯" in the skill table shown in Fig. 7C are displayed as possessed skills 161b on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, the acquired skills 161a are highlighted so that the acquired skills 161a and the possessed skills 161b can be easily distinguished from each other.

[0084] In this embodiment, FIG. 6B 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.

[0085] 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. 6C. In this case, the event operation section 162 is highlighted, as shown in Fig. 6C. 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.

[0086] 7D is a diagram illustrating a dedicated event table. As shown in FIG. 7D, 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. 6C. The dedicated events 162a may include hint events that enable the player to possess or acquire skills, ability events that increase or decrease the numerical values ​​of the character's ability parameters, and the like.

[0087] 6C 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.

[0088] 6B and 6C, 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.

[0089] 6A, 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. 6A, the selected character is set as the main character, and succession character selection screen 170 is displayed on display 26.

[0090] <Registering a successor character> FIG. 8A is a first diagram illustrating an inheritance character selection screen 170. FIG. 8B is a first diagram illustrating a training character list screen 180. FIG. 8C is a second diagram illustrating the inheritance character selection screen 170. FIG. 8D 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.

[0091] 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. 8A.

[0092] 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. 8B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, a development character list display area is provided below the My Character tab 181a and the Rental tab 181b. Development character icons 182 are displayed in the development character list display area.

[0093] 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. 8B. 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.

[0094] 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. 8C. 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.

[0095] 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 8D.

[0096] 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.

[0097] 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. 8A and 8C, 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.

[0098] <Support card registration> FIG. 9A 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. 9A 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.

[0099] 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 as blank spaces.

[0100] 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.

[0101] FIG. 9B 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. 9A, the support card selection screen 200 shown in FIG. 9B 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.

[0102] 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.

[0103] FIG. 10A is a diagram illustrating a support card table. As shown in FIG. 10A, 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 10B is a diagram illustrating a support effect table. As shown in FIG. 10B, the support effect table stores support effects for each type of support card possessed by the player.

[0109] 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.

[0110] 10C is a diagram illustrating a possessed skill table. As shown in FIG. 10C, the possessed skill table sets possessed skills 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 when a hint event occurs during the training main game.

[0111] FIG. 10D is a diagram illustrating a support event table. As shown in FIG. 10D, 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.

[0112] 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.

[0113] 9C 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. 9C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 9A.

[0114] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 8D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, as shown in Fig. 9C, the selected support card is registered, and a final confirmation screen 195 (Fig. 11) described later is displayed on the display 26.

[0115] 11 is a diagram illustrating a final confirmation screen 195. The main character and deck (inherited characters and support cards) registered as described above are displayed on the final confirmation screen 195. Also displayed at the bottom of the final confirmation screen 195 are a start operation section 195b marked "START" and a cancel operation section 195c marked "cancel."

[0116] When the start operation unit 195b is tapped on the final confirmation screen 195, the game screen 210 (FIG. 15A) is displayed on the display 26. When the cancel operation unit 195c is tapped on the final confirmation screen 195, the support card organization screen 190 is displayed on the display 26.

[0117] <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.

[0118] Fig. 12 is a first diagram illustrating a character identification information table. Fig. 13 is a second diagram illustrating a character identification information table. Fig. 12 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. 13 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.

[0119] 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.

[0120] In this embodiment, "Character F," "Character J," "Character N," and "Character R" are set as specific characters, as shown in Fig. 12. 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.

[0121] 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.

[0122] Furthermore, when information relating to the main character and support card is registered in the character identification information table, information relating to the specific character is also registered. At this time, as shown in Figures 12 and 13, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters, regardless of the type of registered main character and support character. In this way, when the specific characters are registered, the preparation stage processing ends.

[0123] <Growth stage treatment> Once the preparatory stage processing is completed, the development stage processing begins. In the development stage processing, it becomes possible to develop the main character. The basic flow of the development main game will be explained below.

[0124] FIG. 14 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. 14, the training game is made up of 1st turn to 78th 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.

[0125] FIG. 15A is a first diagram illustrating a game screen 210. FIG. 15B is a second diagram illustrating the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIGS. 15A and 15B 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 "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."

[0126] 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.

[0127] As shown in FIGS. 15A and 15B, 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 in the form of a numerical value and a 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.

[0128] 15A and 15B, 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.

[0129] 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.

[0130] Furthermore, in this embodiment, races can be reserved, as will be described in more detail below. If a reserved race exists for the turn, a reservation icon 219a with the word "reserved" written on it is displayed so as to be superimposed on the individual race operation unit 219. In other words, races reserved in the training game being played are displayed identifiable during the training game.

[0131] In this embodiment, a target race is set for each main character in the training game. Specifically, during a turn in which a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are set to be unselectable, as shown in FIG. 14 at turns 20, 30, 35, 57, 59, 74, 76, and 78. Therefore, during a turn in which such a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, as shown in FIG. 15B, and the player's operations are not accepted. Therefore, during this turn, the player must select the individual race operation unit 219.

[0132] If the reserved race for a turn in which a target race is set differs from the target race, the race reservation for that turn is canceled. In this case, a pop-up may be displayed to notify the user that the race reservation has been canceled. This pop-up may be displayed at the start of the training game or at the start of the turn in which the target race is set.

[0133] In this embodiment, as shown in Figure 14, the period from turn 1 to turn 24 is set as the junior class, the period from turn 25 to turn 48 is set as the classic class, the period from turn 49 to turn 72 is set as the senior class, and the period from turn 73 to turn 78 is set as the final.

[0134] Furthermore, if a goal race has been set for that turn, a goal icon 219b with the word "purpose" written on it is displayed so as to be superimposed on the individual race operation unit 219. In other words, if the reservation icon 219a is displayed, the player can select any one of the rest operation unit 215, training operation unit 216, outing operation unit 218, and individual race operation unit 219. On the other hand, if the goal icon 219b is displayed, the player must select the individual race operation unit 219.

[0135] The skill operation section 217 is set to be always selectable in all turns. As will be described in detail later, even if a skill is acquired, the turn does not end.

[0136] Fig. 16A is a first diagram illustrating the training screen 220. Fig. 16B is a second diagram illustrating the training screen 220. When the training operation unit 216 on the game screen 210 is operated, the training screen 220 is displayed on the display 26.

[0137] 16A, 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.

[0138] 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. 16A shows a state in which the power operation unit 223 has been provisionally selected. Fig. 16B shows a state in which the stamina operation unit 222 has been provisionally selected.

[0139] Additionally, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the number of training sessions, etc., 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.

[0140] 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.

[0141] 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. 16A, 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. 16B, 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.

[0142] 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.

[0143] 16B, 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.

[0144] 16C 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. When 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.

[0145] 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.

[0146] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 16A or 16B 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.

[0147] 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.

[0148] 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.

[0149] 16D 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.

[0150] For example, when a hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of an individual race, which will be described later.

[0151] 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.

[0152] Fig. 17A is a first diagram illustrating the skill screen 230. Fig. 17B 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. 17A is displayed on the display 26.

[0153] 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.

[0154] Furthermore, for the skills displayed on the skill screen 230, the conditions for activating each skill and the effect when activated are displayed.

[0155] 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.

[0156] When a player consumes skill points and acquires a skill they possess based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 17B, to notify the player that the 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.

[0157] FIG. 18A is a first diagram illustrating an individual race selection screen 240. FIG. 18B is a second diagram illustrating the 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. 18A corresponding to the current turn number is displayed. As described above, in this embodiment, the period from turn 1 to turn 24 is set as the junior class, the period from turn 25 to turn 48 is set as the classic class, and the period from turn 49 to turn 72 is set as the senior class. Each turn corresponds to one of the 24 periods into which a year is divided, such as the first half of January, the second half of January, the first half of February, ..., the first half of December, and the second half of December. Here, as shown in FIG. 18A, the individual race selection screen 240 corresponding to the junior class and the first half of October is displayed to correspond to the current turn number. The individual race has a gameplay in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0158] 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 compete 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 of the individual race selection screen 240 are set in advance for each turn. Conditions for participating in each race may be set in advance, and the player may be allowed to participate in that race if the conditions are met. The content of the next goal in the scenario of the training game currently being executed and the period until the next goal (for example, the number of turns until the next goal race) may also be displayed.

[0159] 18A, a next turn operation section 240a is displayed on the individual race selection screen 240. When the next turn operation section 240a on the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the next turn is displayed on the display 26, as shown in FIG.

[0160] Furthermore, when the individual race selection screen 240 corresponding to a turn after the current turn is displayed, a next turn operation section 240a and a previous turn operation section 240b are displayed, as shown in Fig. 18B. When the previous turn operation section 240b of the individual race selection screen 240 is tapped, the individual race selection screen 240 corresponding to the turn immediately before the one that was displayed is displayed on the display 26. For example, when the individual race selection screen 240 shown in Fig. 18B, which corresponds to the second half of October for the junior class, is displayed, if the previous turn operation section 240b is tapped, the individual race selection screen 240 shown in Fig. 18A, which corresponds to the first half of October for the junior class (the current turn), is displayed on the display 26.

[0161] 18A, on the individual race selection screen 240, if there is a reserved race for the turn, a reservation icon 219a with the word "reserved" written on it is displayed superimposed on the individual race selection operation unit 241. In other words, the individual races that can be reserved while playing the training game are limited to individual races that are set for turns after the current turn. In other words, individual races that are set for the current turn or turns before the current turn cannot be reserved while playing the training game.

[0162] 18B, when there is an individual race set as a time-limited mission, a time-limited mission icon 240d labeled "mission" is displayed superimposed on the individual race selection operation unit 241. Although not shown, when there is an individual race set as a goal race, a goal icon 219b labeled "purpose" (similar to FIG. 15B) is displayed superimposed on the individual race selection operation unit 241.

[0163] In this embodiment, it is not possible to make a reservation for an individual race at a turn where a target race is set. Therefore, when a list of individual races at a given turn is displayed, the target icon 219b and the reservation icon 219a are not displayed at the same time. The time-limited mission icon 240d may be displayed at the same time as the target icon 219b or the reservation icon 219a.

[0164] In this embodiment, predetermined conditions for selecting each individual race are set in advance. The predetermined conditions may be set based on various parameters in the training game, for example. For example, if the number of fans that increases or decreases based on the results of individual races is set as a parameter in the training game, a predetermined condition may be set as the number of fans being equal to or greater than a predetermined number. In this case, as shown in FIG. 18B , the individual race selection operation unit 241 corresponding to an individual race that does not satisfy the predetermined conditions is grayed out, and the player's operation is not accepted.

[0165] In addition, if there is a reserved individual race in the current turn but the predetermined conditions set for the reserved individual race are not met, the individual race selection operation unit 241 corresponding to the reserved individual race will not accept the player's operation. In this case, a pop-up may be displayed to notify that the predetermined conditions have not been met and that the reservation has been deleted.

[0166] Furthermore, when an individual race selection screen 240 corresponding to a turn after the current turn is displayed, a reservation operation section 246 marked "Reserve" is displayed, as shown in Fig. 18B. When an individual race selection screen 240 corresponding to a turn after the current turn is displayed, the player can select (tap) one of the displayed individual race selection operation sections 241 and further tap the reservation operation section 246 to reserve the race corresponding to the selected individual race selection operation section 241.

[0167] FIG. 18C 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. 18C 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). The strategy display unit 251 also 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.

[0168] 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.

[0169] 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.

[0170] 18D is a diagram illustrating the individual race result screen 255. When the playback of the race video has finished, or when the result operation unit 253 is operated, the individual race result screen 255 is displayed on the display 26. The individual race result screen 255 displays the finishing order in the individual race.

[0171] 18A, a reservation list screen operation section 244 labeled "Reservation List" is displayed on the individual race selection screen 240. When the reservation list screen operation section 244 is tapped, a reservation list screen 256 is displayed.

[0172] 19A is a diagram illustrating a reservation list screen 256. As shown in Fig. 19A, a list of reserved individual race selection operation sections 257 showing reserved individual races is displayed on the reservation list screen 256. Each reserved individual race selection operation section 257 may display the name of the corresponding race, the time of the race (set turns), and the conditions of the race (distance, track, etc.).

[0173] Furthermore, each reserved individual race selection operation unit 257 is provided with a check box. The player can select multiple reserved individual race selection operation units 257 by selecting (tapping) each check box. Furthermore, a reservation deletion operation unit 258 marked "delete" is displayed on the reservation list screen 256. The player can delete a reservation for an individual race by tapping the reservation deletion operation unit 258 with at least one check box selected. At this time, a pop-up screen may be displayed notifying the player that the reservation for the individual race will be deleted. Note that the player may be able to decide whether or not to cancel the reservation for that race when the display of each reserved individual race selection operation unit 257 is tapped, without operating the reservation deletion operation unit 258.

[0174] 19A, the individual race selection screen 240 displays a reservation editing screen operation section 259 labeled "Reservation Setting." When the reservation editing screen operation section 259 is tapped with any check box selected, a reservation editing screen 262 (FIG. 19B) described below corresponding to the selected reservation individual race selection operation section 257 is displayed on the display 26. Note that the reservation editing screen 262 (FIG. 19B) may also be displayed when the reservation editing screen operation section 259 is tapped with none of the check boxes selected. In this case, the reservation editing screen 262 (FIG. 19B) corresponding to the current turn may be displayed.

[0175] 19A, a close operation section 260 marked "close" is displayed on the reservation list screen 256. When the close operation section 260 is tapped, the individual race selection screen 240 shown in FIG. 18A is displayed on the display 26.

[0176] 19A, a rotation screen operation section 261 labeled “rotation” is displayed on the reservation list screen 256. When the rotation screen operation section 261 is tapped, a rotation screen 270 (FIG. 20A), which will be described later, is displayed on the display 26.

[0177] 19B is a diagram illustrating the reservation editing screen 262. As shown in FIG. 19B, the reservation editing screen 262 displays, similarly to the individual race selection screen 240, a next turn operation section 240a, a previous turn operation section 240b, an individual race selection operation section 241, a reservation icon 219a, a time-limited mission icon 240d, and a reservation operation section 246.

[0178] Furthermore, the reservation editing screen 262 displays a plurality of switching operation units 263 labeled "junior," "classic," and "senior," and when a switching operation unit 263 is tapped, the reservation editing screen 262 for the corresponding period is displayed on the display 26. Specifically, when the switching operation unit 263 labeled "junior" is tapped, the reservation editing screen 262 for the junior class period is displayed on the display 26. Furthermore, when the switching operation unit 263 labeled "classic" is tapped, the reservation editing screen 262 for the classic class period is displayed on the display 26. When the switching operation unit 263 labeled "senior" is tapped, the reservation editing screen 262 for the senior class period is displayed on the display 26.

[0179] A calendar screen operation section 264 is also displayed on the reservation edit screen 262. When the calendar screen operation section 264 is tapped, a calendar screen 267, which will be described later, is displayed on the display 26.

[0180] Furthermore, a close operation section 265 marked "close" is displayed on the reservation edit screen 262. When the close operation section 265 is tapped, the reservation list screen 256 shown in FIG.

[0181] Furthermore, the reservation editing screen 262 displays a search screen operation section 266 marked "search." When the search screen operation section 266 is tapped, a search screen (not shown) is displayed on the display 26. On the search screen, it is possible to search for individual races. For example, on the search screen, it is possible to narrow down the display of individual races according to the type of individual race, the set time period, etc. Furthermore, it may be possible to narrow down the target individual races set as time-limited missions.

[0182] 19C is a diagram illustrating a calendar screen 267. As shown in FIG. 19C, the calendar screen 267 displays a switching operation unit 263, similar to the reservation editing screen 262 shown in FIG. 19B. When the switching operation unit 263 marked "junior" is tapped, the calendar screen 267 for the junior class period is displayed on the display 26. When the switching operation unit 263 marked "classic" is tapped, the calendar screen 267 for the classic class period is displayed on the display 26. When the switching operation unit 263 marked "senior" is tapped, the calendar screen 267 for the senior class period is displayed on the display 26.

[0183] The calendar screen 267 also displays a reservation operation section 268 that shows the reservation status for individual races for each turn during the selected period. A reservation operation section 268 is provided for each turn. In other words, each reservation operation section 268 corresponds to one of the turns. As shown in FIG. 19C, the reservation operation section 268 corresponding to a turn prior to the current turn is grayed out and does not accept any operation by the player.

[0184] The reservation operation unit 268 corresponding to the turn for which an individual race reservation has been set displays "reserved," indicating that an individual race reservation has been set. Note that an icon that allows the player to identify the name and type of the individual race may be displayed on the reservation operation unit 268 corresponding to the turn for which an individual race reservation has been set or the turn for which a target race has been set. In this case, the details of the individual race and the target race reserved by the player can be identified.

[0185] Furthermore, the reservation operation section 268 corresponding to a turn for which no reservation for an individual race has been set is marked with "+", indicating that reservations for individual races are possible. When an operable reservation operation section 268 is tapped, the reservation edit screen 262 for the turn corresponding to the tapped reservation operation section 268 is displayed on the display 26.

[0186] Furthermore, a reset operation section 269a marked "reset" is displayed on the calendar screen 267. When the reset operation section 269a is tapped, a reset confirmation dialog (not shown) is displayed. In the reset confirmation dialog, a reset operation for canceling all reservations is possible. By inputting a reset operation in the reset confirmation dialog, the player can cancel all currently set reservations at once. Note that the reservations that are canceled by inputting a reset operation may be limited to the currently selected period.

[0187] 19B is displayed on the display 26. Also, a close operation section 269b marked "close" is displayed on the calendar screen 267. When the close operation section 269b is tapped, the reservation edit screen 262 shown in FIG.

[0188] FIG. 20A is a diagram illustrating the rotation screen 270. As described above, when the rotation screen operation unit 261 on the reservation list screen 256 in FIG. 19A is tapped, the rotation screen 270 is displayed on the display 26. Here, a rotation is information including one or more individual races, and is information in which one or more individual races are designated as the subject of a reservation. In other words, a rotation is a collection of information indicating the individual races designated as the subject of a reservation.

[0189] As described above, a player can reserve one or more individual races during a training game. The player can then register a collection of information including all currently reserved individual races as a rotation. The player can also call up a registered rotation during a training game. When a rotation is called up during a training game, reservations are set for all individual races included in the rotation.

[0190] In other words, a player can reserve one or more desired individual races during a training game, and then register the reservation status at that time, i.e., all information indicating the reserved individual races, as one rotation. Then, the next time a player plays a training game, the player can call up the rotation registered during previous training game play, and reserve individual races in the same way as in previous training games. In this way, a rotation can be considered reservation selection information for selecting all the individual races to be reserved at once. Note that, in this example, one player can register up to eight rotations. However, the number of rotations that can be registered is not particularly limited, as long as it is one or more. Rotations are described in detail below.

[0191] 20A, the rotation screen 270 has an individual race display area 271 below a heading labeled "Reserved race." The individual race display area 271 displays the details of reserved individual races in the training game.

[0192] Specifically, the reserved individual race display area 271 displays the number of reserved individual races (number of reservations), the number of reservations for each type of individual race (GI, GII, or GIII grade), and preview images (maximum of two) showing at least some of the reserved individual races. The preview images may be set randomly from among the reserved individual races. Alternatively, the preview images may be determined based on a predetermined priority order. For example, individual races with a higher grade (GI, GII, or GIII) may be set with priority. In this case, among races of the same grade, races with an earlier start date (set turn) may be set with priority.

[0193] Furthermore, a list screen operation section 272 is displayed in the reserved individual race display area 271. When the list screen operation section 272 is tapped, a list screen (not shown) showing a list of reserved individual races is displayed on the display 26.

[0194] As shown in FIG. 20A, the rotation screen 270 is provided with a rotation display area 273. A rotation storage unit is provided in the data storage area 12b of the player terminal 1. The rotation storage unit has a total of eight storage areas, from a first rotation storage area to an eighth rotation storage area. A rotation is stored in one of the storage areas of the rotation storage unit. Eight rotation display areas 273 are displayed on the rotation screen 270. Each rotation display area 273 corresponds to one of the eight storage areas of the rotation storage unit.

[0195] 20A, two rotation display areas 273 are displayed, but when an up / down swipe operation is input, eight rotation display areas 273 slide up and down and are displayed. By inputting an up / down swipe operation, the player can check all eight rotation display areas 273.

[0196] The rotation display area 273 corresponding to the memory area in which the rotation is registered displays, based on information indicating the individual races included in the rotation, the number of reservations for the individual races, the number of reservations for each type of individual race (GI, GII, or GIII grade), and preview images (up to two) showing at least a portion of the individual races.

[0197] Furthermore, a list screen operation section 272 is displayed in a rotation display area 273 corresponding to a storage area in which a rotation is registered. When the list screen operation section 272 is tapped, a list of individual races included in the rotation registered in the storage area corresponding to the rotation display area 273 where the list screen operation section 272 is tapped is displayed.

[0198] In the rotation display area 273 corresponding to a storage area in which no rotation is registered, the number of reservations for individual races, the number of reservations for each type of individual race, the preview image, and the list screen operation section 272 are not displayed.

[0199] Also displayed in the rotation display area 273 are an overwrite save operation section 274 marked "save," a call operation section 275 marked "call," and an automatic call setting operation section 276. Note that the overwrite save operation section 274 and the call operation section 275 are displayed in all rotation display areas 273 regardless of whether rotation is registered or not. On the other hand, the automatic call setting operation section 276 is displayed only in the rotation display area 273 corresponding to the storage area in which rotation is registered.

[0200] When overwrite save operation section 274 is tapped, a first confirmation screen 277 (FIG. 20B) described later is displayed on display 26. When call operation section 275 is tapped, a second confirmation screen 280 (FIG. 20C) described later is displayed on display 26.

[0201] Fig. 20B is a diagram illustrating first confirmation screen 277. As shown in Fig. 20B, first confirmation screen 277 displays a warning message informing players that information about reserved individual races in the currently being played training game will be overwritten and saved as a rotation.

[0202] 20A, a reserved individual race display area 271 is displayed at the top of the first confirmation screen 277. A rotation display area 273 is displayed below the reserved individual race display area 271. The rotation display area 273 displayed at this time is the rotation display area 273 in which the overwrite save operation unit 274 was tapped on the rotation screen 270. Then, on the first confirmation screen 277, an image of a downward-pointing triangle is displayed between the reserved individual race display area 271 and the rotation display area 273. This visually notifies the user that information about the reserved individual race in the training game currently being played will overwrite the currently registered rotation and be registered as a new rotation.

[0203] Furthermore, a cancel operation section 278 marked "cancel" is displayed on first confirmation screen 277. When cancel operation section 278 is tapped, rotation screen 270 is displayed on display 26.

[0204] Also, an overwrite confirmation operation section 279 marked "save" is displayed on the first confirmation screen 277. When the overwrite confirmation operation section 279 is tapped, information on the individual race reserved in the training game currently being played is registered as a rotation in the memory area corresponding to the rotation display area 273 selected on the rotation screen 270.

[0205] 20C is a diagram illustrating the second confirmation screen 280. As shown in FIG. 20C, the second confirmation screen 280 displays a warning message informing the player that the reservation for the individual race included in the rotation selected by the player will be overwritten with the currently reserved reservation for the individual race.

[0206] Furthermore, a rotation display area 273 is displayed at the top of the second confirmation screen 280. The rotation display area 273 displayed at this time is the rotation display area 273 that was tapped with the call operation unit 275 on the rotation screen 270. Furthermore, a reserved individual race display area 271 is displayed below the rotation display area 273. An image of a downward-pointing triangle is displayed between the rotation display area 273 and the reserved individual race display area 271. This provides visual notification that information on reserved individual races in the training game currently being played will be overwritten by the currently selected rotation.

[0207] Furthermore, a cancel operation section 278 marked "cancel" is displayed on the second confirmation screen 280. When the cancel operation section 278 is tapped, the rotation screen 270 is displayed on the display 26.

[0208] Additionally, a call confirmation operation section 281 marked "call" is displayed on the second confirmation screen 280. When the call confirmation operation section 281 is tapped, the information on the individual race reserved in the currently played training game is overwritten with the currently selected rotation.

[0209] In this embodiment, an individual race set for a turn prior to the current turn cannot be reserved during execution of the training game. Therefore, if the rotation selected by the player includes an individual race set for a turn prior to the current turn, a pop-up message may be displayed to notify the player that some of the individual races included in the called rotation have not been reserved. Alternatively, an individual race set for a turn prior to the current turn may also be reserved.

[0210] Here, as shown in FIG. 20A, an auto-call setting operation unit 276 is provided in the rotation display area 273 displayed on the rotation screen 270. The auto-call setting operation unit 276 functions as an operation unit that accepts operations by the player. The player can activate or deactivate the auto-call function by operating the auto-call setting operation unit 276. The auto-call function is a function that automatically reads out one rotation selected by the player from among the registered rotations. When the auto-call function is activated, the rotation selected by the player is automatically read out in the next and subsequent training games.

[0211] 20A shows a state in which the auto call function is disabled. When the auto call function is disabled, "auto call: off" is displayed in the auto call setting operation section 276 provided in all rotation display areas 273.

[0212] In this way, when the automatic call function is disabled, for example, suppose that the automatic call setting operation unit 276 provided in the rotation display area 273 corresponding to the first rotation storage area is tapped. In this case, the rotation registered in the first rotation storage area is stored as the rotation to be automatically called. Here, for example, predetermined specific information is associated with the rotation to be automatically called, thereby storing and setting the rotation to be automatically called. This enables the automatic call function.

[0213] At this time, "auto call: on" is displayed in the auto call setting operation section 276 provided in the rotation display area 273 corresponding to the first rotation storage area. Also, the auto call setting operation section 276 provided in the rotation display area 273 corresponding to the first rotation storage area is highlighted. This makes it possible to identify that the auto call function is currently enabled and that the rotation that is the target of the auto call function is the rotation registered in the first rotation storage area.

[0214] As described above, assume that the rotation registered in the first rotation storage area is set as the target rotation for the auto call function, and the auto call setting operation unit 276 provided in the rotation display area 273 corresponding to the first rotation storage area is tapped. In this case, the association between the rotation registered in the first rotation storage area and the specific information is released. This disables the auto call function. At this time, the display mode of the auto call setting operation unit 276 provided in the rotation display area 273 corresponding to the first rotation storage area is changed to "auto call:off."

[0215] Furthermore, suppose that when the rotation registered in the first rotation storage area is set as the rotation targeted by the automatic call function, the automatic call setting operation unit 276 provided in the rotation display area 273 corresponding to the second rotation storage area is tapped. In this case, the association between the rotation registered in the first rotation storage area and the specific information is released, and the specific information is associated with the rotation registered in the second rotation storage area.

[0216] This changes the rotation targeted by the auto call function. At this time, the display mode of auto call setting operation unit 276 provided in rotation display area 273 corresponding to the first rotation storage area is changed to "auto call: off", and at the same time, the display mode of auto call setting operation unit 276 provided in rotation display area 273 corresponding to the second rotation storage area is changed to "auto call: on".

[0217] FIG. 21 is a diagram illustrating a rotation confirmation dialog 290. The rotation confirmation dialog 290 is an image for calling the rotation targeted by the automatic call function and confirming whether or not to reflect the individual race reservation in the current training game. The rotation confirmation dialog 290 is displayed at the start of training, i.e., at the start of the first turn. Note that the start of the first turn refers to the time before the player becomes able to operate the rest operation unit 215, training operation unit 216, skill operation unit 217, operation unit 218, and individual race operation unit 219 in the first turn. In other words, the rotation confirmation dialog 290 is displayed before the player becomes able to select an option that specifies the main character's actions; in other words, before multiple options are presented during the training game.

[0218] The rotation confirmation dialog 290 displays a rotation display area 273 corresponding to the storage area in which the rotation to be subject to the automatic call function is registered. In the rotation confirmation dialog 290, the rotation display area 273 also displays a list screen operation section 272. When the list screen operation section 272 is tapped, a list of the individual races to be reserved is displayed, as described above. This allows the player to know which individual race will be reserved.

[0219] The rotation confirmation dialog 290 also has a reflection operation section 291 and a rejection operation section 292. The reflection operation section 291 and the rejection operation section 292 function as operation sections that accept operations by the player. When the reflection operation section 291 is tapped, a reservation for an individual race included in the rotation that is the target of the automatic call function is set. Thereafter, in the first turn, the player becomes able to select a selection item that specifies the main character's actions. On the other hand, when the rejection operation section 292 is tapped, the player becomes able to select a selection item that specifies the main character's actions without making a reservation for an individual race.

[0220] As described above, according to this embodiment, an automatic call function is provided. Therefore, the complicated operation of calling and reflecting a desired rotation during the training game is not required, and convenience for the player is improved. Furthermore, in this embodiment, since the automatic call function can be used to reserve an individual race at the start of training, there is a reduced risk of forgetting to select an individual race.

[0221] Although detailed explanation will be omitted, in this embodiment, for example, the main character can enter an individual race for the first time at the 12th turn. Therefore, the rotation confirmation dialog 290 may be displayed, for example, at the start of the 12th turn. Also, here, it is assumed that reservations for individual races that do not use rotation can be made from the first turn. However, reservations for individual races that do not use rotation may be made possible from the 12th turn onwards, i.e., after individual races become selectable.

[0222] As described above, the player can reserve an individual race using any of the registered rotations during the training game. In this way, reserving an individual race using any of the registered rotations is possible from the first turn. Therefore, for example, after operating the rejection operation unit 292 in the rotation confirmation dialog 290 at the start of training, the player can select rotation 1 on the rotation screen 270 in the first turn to reserve an individual race.

[0223] The personal race selected by the player varies depending on the type of main character and the player's training policy. Therefore, the rotation targeted by the automatic call function does not always match the player's training policy. According to this embodiment, the player can select not to use the automatic call function in the rotation confirmation dialog 290. This eliminates the need for an operation to cancel a personal race reservation that has been forcibly set.

[0224] Note that, in this case, an individual race using rotation is reserved only when the reflection operation unit 291 is operated in the rotation confirmation dialog 290. Alternatively, an individual race may be forcibly reserved based on the rotation targeted by the automatic call function at the start of training, without requiring any operation from the player. In this case, an image may be displayed to notify that an individual race has been reserved by the automatic call function. Alternatively, instead of the reflection operation unit 291 and the rejection operation unit 292, a dialog may be displayed that includes an operation unit for canceling the reservation, similar to the reset operation unit 269a described above.

[0225] Here, the rotation confirmation dialog 290 is displayed when training begins, or more precisely, after the preparatory stage processing ends and the training stage processing begins. However, the rotation confirmation dialog 290 may be displayed during the preparatory stage processing. Alternatively, a reservation for an individual race may be made during the preparatory stage processing. In other words, the rotation may be acquired before the start of the training game (training main game).

[0226] 22 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.

[0227] In the turn start process, as shown in Figure 22, "process to determine the training items to be placed," "process to determine the increase value of the ability parameters," "process to determine the event to appear," and "process to confirm the reservation selection information" are executed. These processes will be explained in order below.

[0228] <Process to determine whether or not to place a character> Fig. 23 is a diagram illustrating a placement presence / absence table. As shown in Fig. 23, the placement presence / absence table sets a selection ratio of placement presence / absence ("place" or "do not place") for each character's character identification information. In this embodiment, based on the placement presence / absence table shown in Fig. 23, the placement presence / absence for each character is determined by referring to the character identification information table shown in Fig. 12 or 13 above.

[0229] Specifically, in this embodiment, as shown in Figure 23, for characters 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 characters whose character identification information is registered as a "specific character" and not as a "support character," there is a 60% chance that "place" will be selected.

[0230] For characters 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 characters 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.

[0231] In this way, characters registered as support characters are more likely to be placed in training than characters not registered as support characters, and characters registered as specific characters are more likely to be placed in training than characters not registered as specific characters.

[0232] <Process to determine the training items to be placed> Next, for the characters 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."

[0233] 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. 10A). 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.

[0234] <Process to determine the increase value of ability parameters> 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.

[0235] Specifically, in this embodiment, "Speed" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Power" increase.

[0236] In addition, "Stamina" training is performed, and if successful, the values ​​of the ability parameters "Stamina" and "Spirit" will increase.

[0237] Furthermore, if "Power" training is performed and is successful, the values ​​of the ability parameters "Stamina" and "Power" will increase.

[0238] In addition, if "Spirit" training is performed and is successful, the values ​​of the ability parameters "Speed," "Power," and "Spirit" will increase.

[0239] Additionally, "Wisdom" training is performed, and if successful, the values ​​of the ability parameters "Speed" and "Wisdom" will increase.

[0240] 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.

[0241] Fig. 24A is a diagram illustrating a fixed increase value (speed) table. Fig. 24B is a diagram illustrating a fixed increase value table (power). That is, Fig. 24A shows the fixed increase value when the training item is "Speed." Fig. 24B shows the fixed increase value when the training item is "Power."

[0242] As shown in Figures 24A and 24B, the fixed increase value table stores fixed increase values ​​that are determined in accordance with the training item and training level that has been performed. In this embodiment, as shown in Figures 24A and 24B, the higher the training level, the greater the increase in ability parameters. Although a detailed explanation will be omitted, the training level increases, for example, depending on the number of times each training item is performed, the number of times it is successful, etc.

[0243] Although not detailed here, there are also fixed increase value tables for when "Stamina," "Spirit," and "Wisdom" are selected as training items.

[0244] 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. 12 or FIG.

[0245] 24C 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.

[0246] Specifically, as shown in FIG. 24C, 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).

[0247] 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.

[0248] 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.

[0249] 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.

[0250] 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.

[0251] 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.

[0252] <Process to determine occurrence events> FIG. 25 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 scenario events, the dedicated events 162a provided for each main character, and support events. Note that for each scenario, the scenario events, dedicated events 162a, and support events that may occur during the training main game are predetermined.

[0253] 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.

[0254] 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.

[0255] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.

[0256] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0257] 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.

[0258] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. In addition to support events that are linked to registered support cards, support events that are linked to unregistered support cards may also appear. However, the probability that a support event that is linked to a support card that the player registered in the setting game is determined is set higher than the probability that other support events are determined.

[0259] In this way, whether a scenario event will appear or not is determined based on the scenario. Also, whether a dedicated event 162a and a support event will appear or not is determined based on the main character and support card, respectively. In other words, event types are classified according to the information referenced when determining whether an event will appear or not.

[0260] 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, or story event.

[0261] As described above, a hint event is an event that allows a skill to be possessed or acquired. 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, in addition to displaying a story, also change ability parameters or aptitude parameters.

[0262] Here, the scenario events include hint events, ability events, aptitude events, and story events. Also, the dedicated events 162a and support events include hint events and ability events. Note that the relationship between the event types and event classifications shown in Figure 25 is merely an example.

[0263] <Process to confirm reservation selection information> Furthermore, during the training main game, at the start of each turn, a process is executed to check the details of the individual races reserved in the training game. Then, based on the details of the individual races checked, the display of the reservation icon 219a as shown on the game screen 210 in FIG. 15A is managed.

[0264] 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.

[0265] 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.

[0266] 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, and the like 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, and the like at the time the training game ends.

[0267] 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.

[0268] FIG. 26A is a first diagram illustrating a training completion screen 330. FIG. 26B is a second diagram illustrating the training completion screen 330. FIG. 26C 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. 26A. The training completion screen 330 first displays the training rank of the trained character, and then, as shown in FIG. 26B, displays the evaluation score. After a predetermined time has elapsed since the evaluation score was displayed, the training completion screen 330 displays the ability parameters, aptitude parameters, and acquired skills of the trained character as shown in FIG. 26C. 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.

[0269] 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.

[0270] (Functional Configuration of Player Terminal 1) 27 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 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.

[0271] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a rotation management program 702, and a reserved information management program 703. Note that the programs listed in Figure 27 are just examples, and the terminal-side game control program includes many other programs.

[0272] The data storage area 12b is provided with a player information storage area 750, a game information storage area 751, and a reserved information storage area 753 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to games, such as training games (hereinafter referred to as game information), is stored in the game information storage area 751. Note that the game information storage area 751 also temporarily stores various types of information during the progress of each game, such as the training game.

[0273] Furthermore, all information other than game information, such as information about the player or other players, setting information for the player terminal 1, etc., is considered player information. The player information is stored in the player information storage unit 750. Each rotation set by a player is stored in the rotation storage unit 752. As described above, the rotation storage unit 752 has eight storage areas, from the first rotation storage area to the eighth rotation storage area. Furthermore, reservation information set for the training game being played is stored in the reserved information storage unit 753.

[0274] 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, a rotation management unit 702a, and a reserved information management unit 703a.

[0275] 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, a rotation management program 702, and a reserved information management program 703, causing them to function as a training game execution unit 701a, a rotation management unit 702a, and a reserved information management unit 703a, respectively.

[0276] 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.

[0277] The training game execution unit 701a executes all processing related to the training game.

[0278] Based on the player's operation input, the rotation management unit 702a stores the rotation in the rotation storage unit 752. Furthermore, the rotation management unit 702a calls up the rotation from the rotation storage unit 752 based on the player's operation input.

[0279] Based on the player's operational input, the reserved information management unit 703a stores reservation information for the individual race in the reserved information storage unit 753. Furthermore, when a rotation is called, the reserved information management unit 703a stores reservation information for the individual race in the reserved information storage unit 753 based on the called rotation.

[0280] (Functional configuration of server 1000) 28 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0281] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 28 are just examples, and the server-side game control program includes many other programs.

[0282] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 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.

[0283] 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, and a training game termination processing unit 1102a.

[0284] 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 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.

[0285] 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.

[0286] The training game execution unit 1101a executes all processing related to the training game.

[0287] 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.

[0288] 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.

[0289] The following describes, with reference to flowcharts, the processing performed by each functional unit in the player terminal 1 and the server 1000. Note that the processing related to rotation will be mainly described here, and processing unrelated to rotation will not be described.

[0290] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 29 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).

[0291] 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).

[0292] 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.

[0293] 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.

[0294] At P6, processing for organizing a deck is executed based on the player's operation input. Once the deck has been organized, confirmation information is transmitted from the player terminal 1 to the server 1000. Upon receiving the confirmation information, the server 1000 determines at S6 whether the training main game can be started. If the training main game can be started, the player terminal 1 receives permission information from the server 1000. Upon receiving the permission information, the player terminal 1 starts a training stage process (P7), and the server 1000 executes the training stage process (S7).

[0295] During the training stage processing, 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 processing (S7) based on information received from the player terminal 1. Although a detailed explanation will be omitted, in S7, calculation processing is performed based on various commands received from the player terminal 1, and processing to update the parameters of the main character is performed based on the results of the calculation processing. In addition, the player terminal 1 receives the results of the calculation processing from the server 1000, displays the game screen, and updates the parameters of the main character.

[0296] FIG. 30 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. At the start of a turn, various game information is received from the server 1000. The player terminal 1 determines that it is the start of a turn by receiving the game information from the server 1000. The game information includes, for example, the increase in ability parameters for each training item when training is successful, information about the event to be triggered, etc.

[0297] FIG. 31 is a flowchart illustrating the turn start processing in the player terminal 1. The training game executing unit 701a updates the current number of turns stored in the game information storage unit 751 (P10-1). If the current turn is the first turn (YES in P10-2) and the automatic call function is enabled (YES in P10-3), the rotation management unit 702a displays the rotation confirmation dialog 290 (P10-4). Here, the reflection operation unit 291 and the rejection operation unit 292 are set in the rotation confirmation dialog 290. In P10-3, if there is a rotation linked to specific information, it is determined that the automatic call function is enabled.

[0298] While the rotation confirmation dialog 290 is displayed, the rotation management unit 702a waits for an operation input to either the rejection operation unit 292 or the reflection operation unit 291 (NO in P10-5, NO in P10-6). When the reflection operation unit 291 is operated (YES in P10-6), the rotation management unit 702a acquires the rotation to be automatically called, which is linked to the specific information, from the rotation storage unit 752 (P10-7). Then, the reserved information management unit 703a executes a reservation information setting process to set reservation information for the individual race based on the rotation acquired in P10-7 (P10-8). As a result, all individual races included in the rotation to be automatically called are reserved. The rotation management unit 702a also hides the rotation confirmation dialog 290 (P10-9).

[0299] Then, the training game execution unit 701a performs an operation unit setting process to set various operation units to be activated in the current turn, such as the rest operation unit 215, training operation unit 216, skill operation unit 217, outing operation unit 218, and personal race operation unit 219 (P10-10).

[0300] The reserved information management unit 703a also checks the reservation information stored in the reserved information storage unit 753 (P10-11). If there is a reserved individual race for the current turn (YES in P10-12), the reserved information management unit 703a displays the reservation icon 219a (P10-13). The training game execution unit 701a then displays the game screen 210 based on the results of the processing from P10-10 onwards and the game information received from the server 1000 (P10-14).

[0301] 32 is a flowchart illustrating processing during a turn at the player terminal 1. When an operation to transition the screen is input on the game screen (YES in P20-1), the training game executing unit 701a updates the game screen based on the operation input by the player (P20-2). Note that here, depending on the object operated by the player, processing is performed to hold the object operated in a provisionally selected state.

[0302] Furthermore, when an operation to reserve an individual race, specifically an operation to the reservation operation unit 246, is input (YES in P20-3), the reserved information management unit 703a links the reservation information to the individual race selected by the player (P20-4). That is, the reserved information management unit 703a stores the reservation information of the individual race selected by the player in the reserved information storage unit 753.

[0303] In addition, if an operation to cancel a reservation for an individual race, specifically an operation to the reservation deletion operation unit 258 or the reset operation unit 269a, is input (YES in P20-5), the reserved information management unit 703a erases the reservation information for the individual race in question from the reserved information storage unit 753 (P20-6).

[0304] Furthermore, when a rotation registration operation, specifically, an operation on the overwrite confirmation operation unit 279, is input (YES in P20-7), the rotation management unit 702a registers the rotation in the rotation memory unit 752 based on the reservation information currently stored in the reserved information memory unit 753 (P20-8).

[0305] Furthermore, when a rotation call operation, specifically, an operation to the call confirmation operation unit 281, is input (YES in P20-9), the rotation management unit 702a retrieves and acquires (P20-10) the rotation selected by the player from the rotation storage unit 752. Then, the reserved information management unit 703a executes a reservation information setting process to set reservation information for an individual race based on the rotation retrieved in P20-10 (P20-11).

[0306] Furthermore, when an operation is input to the automatic call setting operation unit 276 (YES in P20-12), the rotation management unit 702a associates specific information with the rotation selected by the player and sets the automatic call target (P20-13).

[0307] Furthermore, when an operation to end a turn is input using the rest operation unit 215, the going out operation unit 218, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the willpower operation unit 224, the intelligence operation unit 225, the start operation unit 242, or the like (YES in P20-14), the training game execution unit 701a performs a command execution process (P20-15). Here, after sending a command to the server 1000, the training game execution unit 701a receives game information from the server 1000. Then, upon receiving the game information, processing such as updating parameters, generating an event, and displaying a game screen is executed, and one turn ends.

[0308] Returning to FIG. 29, when the above-described training stage processing is completed, in the server 1000, the training game end processing unit 1102a executes training game end processing (S8).

[0309] FIG. 33 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.

[0310] Returning to Fig. 29, upon receiving the training result information, the training game executing unit 701a executes a training game ending process (P8). 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 a training completion screen 330 (see Figs. 26A, 26B, and 26C) on the display 26 based on the training result information.

[0311] 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.

[0312] 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.

[0313] In the above embodiment, when a training command is executed, an ability parameter associated with the executed command increases. However, when a training command is executed, a predetermined parameter associated with the character to be trained may be updated, and the predetermined parameter may be consumed to increase the ability parameter. For example, training points may be provided as the predetermined parameter. When a training command is executed, the character to be trained acquires training points. Then, the player may be able to arbitrarily increase the ability parameter of the character to be trained by consuming the training points.

[0314] In this case, only one training point may be provided, or multiple types may be provided. If multiple types of training points are provided, the type of training point that can be acquired, or the rate, probability, etc. of the training points that can be acquired may differ depending on the training command. Furthermore, the type of training point required to increase an ability parameter may differ depending on the ability parameter.

[0315] Furthermore, when a skill is acquired, training points may be consumed instead of or in addition to skill points. In this case, the type of training points consumed may differ depending on the skill.

[0316] In the above embodiment, the options available to the player are the same regardless of the type of character to be trained, inherited character, or support character, except for individual races. However, the options available to the player in some or all turns may change depending on the type of character to be trained, inherited character, or support character that has been set. Alternatively, the options available to the player in some or all turns may change depending on the combination of character to be trained, inherited character, and support character that has been set.

[0317] For example, selectable subcommands for the rest command may be added depending on the type of character to be trained, inherited character, or support character. Furthermore, selectable personal races may be added or restricted depending on the type of character to be trained, inherited character, or support character.

[0318] Furthermore, in the above embodiment, an automatic training function may be provided. The automatic training function is a function in which the computer automatically selects and executes options in all or some of the turns. Note that a training policy may be set when using the automatic training function. In this case, the player may be able to set the training policy at their own discretion. Alternatively, the computer may automatically select a training policy based on the set training target character, successor character, or support character.

[0319] For example, the ability parameter that should be increased with priority among the five ability parameters may differ depending on the training policy. Alternatively, the preferred distance aptitude or field aptitude may differ depending on the training policy.

[0320] Note that while the automatic training function is being used, all or some of the effects may be skipped. Furthermore, while the automatic training function is being used, the playback speed of all or some of the effects may be faster than when the automatic training function is not being used.

[0321] In addition, in the above embodiment, the main character is organized into the deck as an inherited character, separate from the support card. That is, in the above embodiment, two different types of game media, the support card and the main character, are organized into the deck. However, the support character and the main character may be organized into the deck as the same type of game media. For example, a predetermined status including factor information may be associated with a character linked to a support card, and the character linked to this support card may be set as an inherited character. In this case, when the level, etc., of the support card increases, the status of the inherited character may increase.

[0322] In the above embodiment, an inheritance event always occurs on a preset factor activation turn. However, the inheritance event may also occur if, for example, a lottery is won. In this case, the probability of the inheritance event occurring may be determined based on the factor information possessed by the inheritance character or the compatibility between the main character and the inheritance character. Furthermore, the inheritance event may result in, for example, a recovery of stamina or condition.

[0323] In the above embodiment, the rotation to be automatically called is called at the start of the first turn, but the timing at which the rotation to be automatically called is called is not particularly limited. For example, at the start of the first turn, only the information corresponding to the Junior class period among the rotations to be automatically called may be called or reflected, at the start of the 25th turn, only the information corresponding to the Classic class period may be called or reflected, and at the start of the 49th turn, only the information corresponding to the Senior class period may be called or reflected.

[0324] Furthermore, for example, rotations to be automatically called may be registered for each period such as junior class, classic class, and senior class.

[0325] In the above embodiment, rotation registration and automatic call target rotation setting are possible only during the training game. However, either or both of rotation registration and automatic call target rotation setting may be possible only outside the training game, or both during and outside the training game.

[0326] Furthermore, the screens for registering or calling up rotations and the transitions between screens in the above embodiment are merely examples, and can be modified as appropriate. For example, suppose the reservation list screen operation unit 244 is tapped on the individual race selection screen 240 of FIG. 18A. In this case, the calendar screen 267 shown in FIG. 19C may be displayed. The calendar screen 267 may then be provided with the rotation screen operation unit 261 of the reservation list screen 256 shown in FIG. 19A, and when the rotation screen operation unit 261 is tapped, the rotation screen 270 may be displayed.

[0327] Furthermore, in the above embodiment, the rotation is stored only in the player terminal 1, but it may be stored only in the server 1000, or in both the player terminal 1 and the server 1000. For example, the rotation storage unit 752 and the reserved information storage unit 753 in the above embodiment may be provided in the server 1000. In this case, when a rotation is registered in the player terminal 1, the rotation may be stored in the rotation storage unit of the server 1000. Furthermore, rotations that are the target of the automatic call function may also be stored in the server 1000.

[0328] In this case, for example, if the automatic call function is enabled, the player terminal 1 may receive information for displaying the rotation confirmation dialog 290 from the server 1000 at the start of the first turn. Upon receiving the information, the player terminal 1 performs processing for displaying the rotation confirmation dialog 290. On the other hand, if the automatic call function is not enabled, the player terminal 1 may receive information from the server 1000 at the start of the first turn indicating that there is no need to display the rotation confirmation dialog 290. Upon receiving the information, the player terminal 1 does not perform processing for displaying the rotation confirmation dialog 290. Note that if the rotation confirmation dialog 290 has already been displayed, information indicating that there is no need to display the rotation confirmation dialog 290 thereafter may be transmitted.

[0329] Furthermore, when an operation to call a rotation is input at the player terminal 1, reservation information for an individual race may be stored in a reserved information storage unit of the server 1000. In this case, at the start of each turn, it is determined whether or not an individual race has been reserved. If an individual race has been reserved, information that can identify the reserved individual race may be transmitted from the server 1000 to the player terminal 1. Based on the received information, the player terminal 1 may display a message informing the player that an individual race has been reserved.

[0330] Rotations may also be linked to scenarios. For example, rotations may be registered for each scenario, and rotations to be automatically called may be set for each scenario. In this case, the rotation corresponding to the scenario of the training game being played may be automatically called.

[0331] Furthermore, a rotation may be linked to a character that can become a main character in a training game. For example, a rotation may be registered for each character, and a rotation to be automatically called may be set for each character. In this case, the rotation corresponding to the main character set in the training game being played may be automatically called.

[0332] Furthermore, in the above embodiment, the rotation includes individual races, but other options for determining the main character's actions, such as training items, may also be included in the rotation.

[0333] Furthermore, although the above embodiment has been described as a turn-based training game, the game genre to which the present invention is applicable is not limited to turn-based training games, but can be applied to any game genre. For example, in a card game with a time limit, an option to be selected after a predetermined time has elapsed may be included in the rotation in the above embodiment.

[0334] In any case, the present invention requires that the information processing program causes a computer to perform the following processes.

[0335] (Computer-implemented processing) A process (P20-8, for example, in the embodiment) that allows multiple reservation selection information (rotation, for example, in the embodiment) including one or more options (individual race, for example) presented during a predetermined game (a training game, for example) to determine the behavior of the game medium (a main character, for example, in the embodiment) to be registered based on a first operation (operation on the call confirmation operation unit 281, for example, in the embodiment) input by the player. A process for progressing through a predetermined game (in the embodiment, P7 and S7 are examples), which includes a process for presenting multiple options in the predetermined game (in the embodiment, P10-10 and P10-14 are examples), and a process for updating parameters based on an option selected by the player from the multiple options presented (in the embodiment, P20-15 is an example). A process (P20-13, for example, in the embodiment) in which, based on the player's second operation input (an operation on the automatic call setting operation unit 276, for example, in the embodiment), any one of one or more registered reservation selection information is stored as designated reservation selection information (a rotation to be automatically called, for example, in the embodiment). When a predetermined acquisition condition (an example of an operation input to the reflection operation unit 291 in the embodiment) that includes at least a predetermined timing (an example of an operation input to the reflection operation unit 291 in the embodiment) is met, the process of acquiring the designated reservation selection information (an example of an operation input to the reflection operation unit 291 in the embodiment) is performed (an example of an operation input to the reflection operation unit 291 in the embodiment). A process for making the options included in the designated reservation selection information identifiable during a predetermined game based on the acquired designated reservation selection information (P10-13 in the embodiment as an example).

[0336] In addition, at a predetermined timing, a process (P10-4, for example, in an embodiment) may be performed to display a confirmation screen (rotation confirmation dialog 290, for example, in an embodiment) on which the player can input an operation to select whether or not to obtain designated reservation selection information. However, it is not essential to display the rotation confirmation dialog 290. In particular, if the rotation to be automatically called is called and an individual race is booked at the start of training without requiring confirmation from the player, the rotation confirmation dialog 290 is not necessary.

[0337] 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]

[0338] 1. Player terminal 1000 servers S Information Processing System

Claims

1. a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of automatically acquiring the designated reservation selection information without an operation input by a player before the plurality of options are presented during the predetermined game when the reservation selection information of 1 is stored as the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing program that causes a computer to carry out the above.

2. a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of displaying a confirmation screen on which a player can input a third operation to select whether or not to acquire the designated reservation selection information before the plurality of options are presented during the predetermined game, when the reservation selection information of one of the first selection information is stored as the designated reservation selection information, and acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing program that causes a computer to carry out the above.

3. 1. An information processing method performed by one or more computers, comprising: The computer a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of automatically acquiring the designated reservation selection information without an operation input by a player before the plurality of options are presented during the predetermined game when the reservation selection information of 1 is stored as the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing method for carrying out the above.

4. 1. An information processing method performed by one or more computers, comprising: The computer a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of displaying a confirmation screen on which a player can input a third operation to select whether or not to acquire the designated reservation selection information before the plurality of options are presented during the predetermined game, when the reservation selection information of one of the first selection information is stored as the designated reservation selection information, and acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing method for carrying out the above.

5. An information processing system comprising one or more computers, The computer a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of automatically acquiring the designated reservation selection information without an operation input by a player before the plurality of options are presented during the predetermined game when the reservation selection information of 1 is stored as the designated reservation selection information; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing system that carries out the above.

6. An information processing system comprising one or more computers, The computer a process for allowing a player to register, based on a first operation input, a plurality of reservation selection information items including one or more options among a plurality of options for determining an action of the game medium that are presented during a predetermined game; a process of progressing the predetermined game, the process including a process of presenting a plurality of options in the predetermined game, and a process of updating parameters based on an option selected by a player from the plurality of options presented; a process of storing any one of the one or more pieces of registered reservation selection information as designated reservation selection information based on a second operation input by a player; a process of displaying a confirmation screen on which a player can input a third operation to select whether or not to acquire the designated reservation selection information before the plurality of options are presented during the predetermined game, when the reservation selection information of one of the first selection information is stored as the designated reservation selection information, and acquiring the designated reservation selection information based on the third operation input by the player on the confirmation screen; a process of making the options included in the designated reservation selection information identifiable during the predetermined game based on the acquired designated reservation selection information; An information processing system that carries out the above.

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